mirror of
https://github.com/nzp-team/fteqw.git
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27a59a0cbc
vulkan, wasapi, quake injector features added. irc, avplug, cef plugins/drivers reworked/updated/added openal reverb, doppler effects added. 'dir' console command now attempts to view clicked files. lots of warning fixes, should now only be deprecation warnings for most targets (depending on compiler version anyway...). SendEntity finally reworked to use flags properly. effectinfo improved, other smc-targetted fixes. mapcluster stuff now has support for linux. .basebone+.baseframe now exist in ssqc. qcc: -Fqccx supports qccx syntax, including qccx hacks. don't expect these to work in fteqw nor dp though. qcc: rewrote function call handling to use refs rather than defs. this makes struct passing more efficient and makes the __out keyword usable with fields etc. qccgui: can cope a little better with non-unicode files. can now represent most quake chars. qcc: suppressed warnings from *extensions.qc git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5000 fc73d0e0-1445-4013-8a0c-d673dee63da5
30 lines
1.1 KiB
C
30 lines
1.1 KiB
C
vec2 offsetmap(sampler2D normtex, vec2 base, vec3 eyevector)
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{
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#if !defined(OFFSETMAPPING_SCALE)
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#define OFFSETMAPPING_SCALE 1.0
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#endif
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if (false)//(RELIEFMAPPING)
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{
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float i, f;
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vec3 OffsetVector = vec3(normalize(eyevector.xyz).xy * cvar_r_glsl_offsetmapping_scale * OFFSETMAPPING_SCALE * vec2(-1.0, 1.0), -1.0);
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vec3 RT = vec3(vec2(base.xy/* - OffsetVector.xy*OffsetMapping_Bias*/), 1.0);
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OffsetVector /= 10.0;
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for(i = 1.0; i < 10.0; ++i)
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RT += OffsetVector * step(texture2D(normtex, RT.xy).a, RT.z);
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for(i = 0.0, f = 1.0; i < 5.0; ++i, f *= 0.5)
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RT += OffsetVector * (step(texture2D(normtex, RT.xy).a, RT.z) * f - 0.5 * f);
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return RT.xy;
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}
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else if (OFFSETMAPPING)
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{
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vec2 OffsetVector = normalize(eyevector).xy * cvar_r_glsl_offsetmapping_scale * OFFSETMAPPING_SCALE * vec2(-1.0, 1.0);
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vec2 tc = base;
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tc += OffsetVector;
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OffsetVector *= 0.333;
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tc -= OffsetVector * texture2D(normtex, tc).w;
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tc -= OffsetVector * texture2D(normtex, tc).w;
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tc -= OffsetVector * texture2D(normtex, tc).w;
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return tc;
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}
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return base;
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}
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