mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-10 22:51:57 +00:00
685404250f
reduced input latency. reworked how internal texture formats work,. added support for LIGHTING_E5BGR9 bspx lump for HDR lighting. updated support for srgb, no longer looks quite so weird. works on glx vid_srgb 3 attempts to use half-float swapchains, where possible. gl: use glTextureStorage where available. d3d11: gave up on using dxgi for fullscreen, was just too buggy. glx: updated gl context creation on linux. server: fix svc_updatefrags not being passed though (fixes frikbot scores) fs: spanned pk3s now work (fragmented files/directory will fail to open, so this needs a custom tool to be fully useful). fixed restart_ents command (restarts the map, but preserving the players as they are) tw: removed 'QWSKINS' featureset from tw config git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5217 fc73d0e0-1445-4013-8a0c-d673dee63da5
31 lines
No EOL
915 B
GLSL
31 lines
No EOL
915 B
GLSL
!!cvari r_menutint_inverse
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!!cvard_srgb r_menutint
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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varying vec2 texcoord;
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uniform vec4 e_rendertexturescale;
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void main(void)
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{
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texcoord.x = v_texcoord.x*e_rendertexturescale.x;
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texcoord.y = (1.0-v_texcoord.y)*e_rendertexturescale.y;
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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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varying vec2 texcoord;
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uniform sampler2D s_t0;
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uniform int cvar_r_menutint_inverse;
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const vec3 lumfactors = vec3(0.299, 0.587, 0.114);
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const vec3 invertvec = vec3(1.0, 1.0, 1.0);
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void main(void)
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{
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vec3 texcolor = texture2D(s_t0, texcoord).rgb;
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float luminance = dot(lumfactors, texcolor);
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texcolor = vec3(luminance, luminance, luminance);
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texcolor *= r_menutint;
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texcolor = (cvar_r_menutint_inverse > 0) ? (invertvec - texcolor) : texcolor;
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gl_FragColor = vec4(texcolor, 1.0);
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}
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#endif |