mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 00:10:46 +00:00
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
39 lines
865 B
GLSL
39 lines
865 B
GLSL
!!permu BUMP
|
|
!!permu SKELETAL
|
|
|
|
//light pre-pass rendering (defered lighting)
|
|
//this is the initial pass, that draws the surface normals and depth to the initial colour buffer
|
|
|
|
varying vec3 norm, tang, bitang;
|
|
#if defined(BUMP)
|
|
varying vec2 tc;
|
|
#endif
|
|
#ifdef VERTEX_SHADER
|
|
#include "sys/skeletal.h"
|
|
attribute vec2 v_texcoord;
|
|
void main()
|
|
{
|
|
#if defined(BUMP)
|
|
gl_Position = skeletaltransform_nst(norm, tang, bitang);
|
|
tc = v_texcoord;
|
|
#else
|
|
gl_Position = skeletaltransform_n(norm);
|
|
#endif
|
|
}
|
|
#endif
|
|
#ifdef FRAGMENT_SHADER
|
|
#if defined(BUMP)
|
|
uniform sampler2D s_t0;
|
|
#endif
|
|
void main()
|
|
{
|
|
vec3 onorm;
|
|
#if defined(BUMP)
|
|
vec3 bm = 2.0*texture2D(s_t0, tc).xyz - 1.0;
|
|
onorm = normalize(bm.x * tang + bm.y * bitang + bm.z * norm);
|
|
#else
|
|
onorm = norm;
|
|
#endif
|
|
gl_FragColor = vec4(onorm.xyz, gl_FragCoord.z / gl_FragCoord.w);
|
|
}
|
|
#endif
|