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https://github.com/nzp-team/fteqw.git
synced 2024-11-26 13:50:53 +00:00
misc fixes.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4404 fc73d0e0-1445-4013-8a0c-d673dee63da5
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7a70549690
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138eecf7d7
4 changed files with 13 additions and 13 deletions
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@ -1085,8 +1085,8 @@ static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *scrip
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{
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{
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if (prog->permu[p].handle.glsl)
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if (prog->permu[p].handle.glsl)
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qglDeleteProgramObject_(prog->permu[p].handle.glsl);
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qglDeleteProgramObject_(prog->permu[p].handle.glsl);
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prog->permu[p].handle.glsl = GLSlang_CreateProgram(name, (((p & PERMUTATION_SKELETAL) && ver < 120)?120:ver), permutationdefines, script, script, onefailed);
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prog->permu[p].handle.glsl = GLSlang_CreateProgram(name, (((p & PERMUTATION_SKELETAL) && ver < 120)?120:ver), permutationdefines, script, script, (p & PERMUTATION_SKELETAL)?true:onefailed);
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if (!prog->permu[p].handle.glsl)
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if (!prog->permu[p].handle.glsl && !(p & PERMUTATION_SKELETAL))
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onefailed = true;
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onefailed = true;
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if (!p && !prog->permu[p].handle.glsl)
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if (!p && !prog->permu[p].handle.glsl)
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break;
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break;
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@ -1612,7 +1612,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
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//s0=diffuse, s1=normal, s2=specular, s3=shadowmap
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//s0=diffuse, s1=normal, s2=specular, s3=shadowmap
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//custom modifiers:
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//custom modifiers:
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//PCF(shadowmap)
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//PCF(shadowmap)
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//CUBEPROJ(projected cubemap)
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//CUBE(projected cubemap)
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//SPOT(projected circle
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//SPOT(projected circle
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//CUBESHADOW
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//CUBESHADOW
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@ -1632,7 +1632,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
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"varying vec3 eyevector;\n"
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"varying vec3 eyevector;\n"
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"#endif\n"
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"#endif\n"
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"#if defined(PCF) || defined(CUBEPROJ) || defined(SPOT)\n"
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"#if defined(PCF) || defined(CUBE) || defined(SPOT)\n"
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"varying vec4 vtexprojcoord;\n"
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"varying vec4 vtexprojcoord;\n"
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"uniform mat4 l_cubematrix;\n"
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"uniform mat4 l_cubematrix;\n"
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"#ifndef SPOT\n"
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"#ifndef SPOT\n"
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@ -1661,7 +1661,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
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"eyevector.y = dot(eyeminusvertex, t.xyz);\n"
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"eyevector.y = dot(eyeminusvertex, t.xyz);\n"
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"eyevector.z = dot(eyeminusvertex, n.xyz);\n"
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"eyevector.z = dot(eyeminusvertex, n.xyz);\n"
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"#endif\n"
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"#endif\n"
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"#if defined(PCF) || defined(SPOT) || defined(PROJECTION)\n"
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"#if defined(PCF) || defined(SPOT) || defined(CUBE)\n"
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//for texture projections/shadowmapping on dlights
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//for texture projections/shadowmapping on dlights
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"vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));\n"
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"vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));\n"
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"#endif\n"
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"#endif\n"
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@ -1681,7 +1681,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
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"#ifdef SPECULAR\n"
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"#ifdef SPECULAR\n"
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"uniform sampler2D s_t2; //specular\n"
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"uniform sampler2D s_t2; //specular\n"
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"#endif\n"
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"#endif\n"
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"#ifdef CUBEPROJ\n"
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"#ifdef CUBE\n"
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"uniform samplerCube s_t3; //projected cubemap\n"
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"uniform samplerCube s_t3; //projected cubemap\n"
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"#endif\n"
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"#endif\n"
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"#ifdef PCF\n"
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"#ifdef PCF\n"
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@ -1850,7 +1850,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
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"#ifdef CUBEPROJ\n"
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"#ifdef CUBE\n"
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/*filter the colour by the cubemap projection*/
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/*filter the colour by the cubemap projection*/
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"diff *= textureCube(s_t3, vtexprojcoord.xyz).rgb;\n"
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"diff *= textureCube(s_t3, vtexprojcoord.xyz).rgb;\n"
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"#endif\n"
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"#endif\n"
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@ -466,7 +466,7 @@ void World_LinkEdict (world_t *w, wedict_t *ent, qboolean touch_triggers)
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}
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}
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// link to PVS leafs
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// link to PVS leafs
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if (w->worldmodel)
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if (w->worldmodel && !w->worldmodel->needload)
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{
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{
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w->worldmodel->funcs.FindTouchedLeafs(w->worldmodel, &ent->pvsinfo, ent->v->absmin, ent->v->absmax);
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w->worldmodel->funcs.FindTouchedLeafs(w->worldmodel, &ent->pvsinfo, ent->v->absmin, ent->v->absmax);
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}
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}
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@ -10,7 +10,7 @@
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//s0=diffuse, s1=normal, s2=specular, s3=shadowmap
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//s0=diffuse, s1=normal, s2=specular, s3=shadowmap
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//custom modifiers:
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//custom modifiers:
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//PCF(shadowmap)
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//PCF(shadowmap)
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//CUBEPROJ(projected cubemap)
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//CUBE(projected cubemap)
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//SPOT(projected circle
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//SPOT(projected circle
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//CUBESHADOW
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//CUBESHADOW
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@ -30,7 +30,7 @@ varying vec3 lightvector;
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varying vec3 eyevector;
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varying vec3 eyevector;
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#endif
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#endif
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#if defined(PCF) || defined(CUBEPROJ) || defined(SPOT)
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#if defined(PCF) || defined(CUBE) || defined(SPOT)
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varying vec4 vtexprojcoord;
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varying vec4 vtexprojcoord;
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uniform mat4 l_cubematrix;
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uniform mat4 l_cubematrix;
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#ifndef SPOT
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#ifndef SPOT
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@ -59,7 +59,7 @@ void main ()
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eyevector.y = dot(eyeminusvertex, t.xyz);
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eyevector.y = dot(eyeminusvertex, t.xyz);
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eyevector.z = dot(eyeminusvertex, n.xyz);
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eyevector.z = dot(eyeminusvertex, n.xyz);
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#endif
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#endif
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#if defined(PCF) || defined(SPOT) || defined(PROJECTION)
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#if defined(PCF) || defined(SPOT) || defined(CUBE)
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//for texture projections/shadowmapping on dlights
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//for texture projections/shadowmapping on dlights
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vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));
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vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));
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#endif
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#endif
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@ -79,7 +79,7 @@ uniform sampler2D s_t1; //normalmap
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#ifdef SPECULAR
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#ifdef SPECULAR
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uniform sampler2D s_t2; //specular
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uniform sampler2D s_t2; //specular
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#endif
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#endif
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#ifdef CUBEPROJ
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#ifdef CUBE
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uniform samplerCube s_t3; //projected cubemap
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uniform samplerCube s_t3; //projected cubemap
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#endif
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#endif
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#ifdef PCF
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#ifdef PCF
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@ -248,7 +248,7 @@ void main ()
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#ifdef CUBEPROJ
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#ifdef CUBE
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/*filter the colour by the cubemap projection*/
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/*filter the colour by the cubemap projection*/
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diff *= textureCube(s_t3, vtexprojcoord.xyz).rgb;
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diff *= textureCube(s_t3, vtexprojcoord.xyz).rgb;
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#endif
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#endif
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