mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 04:11:53 +00:00
062cdf6b21
Q3TA: Fixed script parsing, so the menus are not so broken. Q3TA: added the UI_CIN_* and CG_CIN_* builtins for 2d cinematic playbacks. Q3TA: backspace should work for gamecode text entry now. Q3TA: map_restart now directly restarts without needing loading screens. Fixed multiple envmap generation bugs. Fixed envmaps getting flushed with r_keepimages 0. Console image previews can now display cubemaps (although their orientation is probably a little off). Made a 'remapshader' csqc builtin. Depending on the r_remapshader console command was stupid. Fixed packet command to create a udp socket, if needed. sv_public can now be set to a non-numeric name for custom names (instead of needing to poke sv_port too). Support extended data on the end of miptex entries in bsps. Requires a qbsp (like vanilla) that doesn't rewrite the miptex entries. Updated imgtool to generate/read our new extended miptex data. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5644 fc73d0e0-1445-4013-8a0c-d673dee63da5
23 lines
448 B
GLSL
23 lines
448 B
GLSL
!!permu FOG
|
|
!!samps reflectcube
|
|
!!cvarb r_fog_exp2=true
|
|
#include "sys/defs.h"
|
|
#include "sys/fog.h"
|
|
|
|
//simple shader for simple skyboxes.
|
|
|
|
layout(location=0) varying vec3 pos;
|
|
#ifdef VERTEX_SHADER
|
|
void main ()
|
|
{
|
|
pos = v_position.xyz - e_eyepos;
|
|
gl_Position = ftetransform();
|
|
}
|
|
#endif
|
|
#ifdef FRAGMENT_SHADER
|
|
void main ()
|
|
{
|
|
vec4 skybox = textureCube(s_reflectcube, pos);
|
|
gl_FragColor = vec4(fog3(skybox.rgb), 1.0);
|
|
}
|
|
#endif
|