mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-12-03 09:01:50 +00:00
2ea981fe90
net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
44 lines
1.3 KiB
GLSL
44 lines
1.3 KiB
GLSL
!!cvarf crep_decay
|
|
!!cvarf crep_density
|
|
!!cvarf crep_weight
|
|
|
|
//this is a post-processing shader, drawn in 2d
|
|
//there will be a render target containing sky surfaces drawn with crepuscular_sky, and everything else drawn with crepuscular_opaque (to mask out the sky)
|
|
//this shader then just smudges the sky out a bit as though its coming from the sun or whatever through the clouds.
|
|
//yoinked from http://fabiensanglard.net/lightScattering/index.php
|
|
|
|
varying vec2 tc;
|
|
#ifdef VERTEX_SHADER
|
|
attribute vec2 v_texcoord;
|
|
void main ()
|
|
{
|
|
tc = v_texcoord;
|
|
gl_Position = vec4(v_position, 1.0);
|
|
}
|
|
#endif
|
|
#ifdef FRAGMENT_SHADER
|
|
const float crep_decay = 0.94;
|
|
const float crep_density = 0.5;
|
|
const float crep_weight = 0.2;
|
|
uniform vec3 l_lightcolour;
|
|
uniform vec3 l_lightscreen;
|
|
uniform sampler2D s_t0;
|
|
const int NUM_SAMPLES = 100;
|
|
void main()
|
|
{
|
|
vec2 deltaTextCoord = vec2(tc.st - l_lightscreen.xy);
|
|
vec2 textCoo = tc.st;
|
|
deltaTextCoord *= 1.0 / float(NUM_SAMPLES) * crep_density;
|
|
float illuminationDecay = 1.0;
|
|
gl_FragColor = vec4(0.0,0.0,0.0,0.0);
|
|
for(int i=0; i < NUM_SAMPLES ; i++)
|
|
{
|
|
textCoo -= deltaTextCoord;
|
|
vec4 sample = texture2D(s_t0, textCoo);
|
|
sample *= illuminationDecay * crep_weight;
|
|
gl_FragColor += sample;
|
|
illuminationDecay *= crep_decay;
|
|
}
|
|
gl_FragColor *= vec4(l_lightcolour, 1.0);
|
|
}
|
|
#endif
|