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https://github.com/nzp-team/fteqw.git
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33a540806e
Added $reflection texture map for (water) shaders. Just renders the screen to an fbo before rendering the surface. hub/savegame fixes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4034 fc73d0e0-1445-4013-8a0c-d673dee63da5
27 lines
573 B
GLSL
27 lines
573 B
GLSL
!!permu FOG
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//used by both particles and sprites.
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//note the fog blending mode is all that differs from defaultadditivesprite
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#include "sys/fog.h"
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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attribute vec4 v_colour;
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varying vec2 tc;
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varying vec4 vc;
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void main ()
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{
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tc = v_texcoord;
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vc = v_colour;
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gl_Position = ftetransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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uniform sampler2D s_t0;
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varying vec2 tc;
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varying vec4 vc;
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uniform vec4 e_colourident;
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void main ()
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{
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gl_FragColor = fog4blend(texture2D(s_t0, tc) * vc * e_colourident);
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}
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#endif
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