fteqw/engine/shaders/glsl/depthonly.glsl
Spoike d396450a0a log file defaults changed to be more readable. timestamps now included by default. also fixed a bug in the location the log is written.
fixed numerous shadowmapping bugs. actually seems to work now. appears to draw more lights than is actually needed, however.
changed how keyboard focus works. can now have menu+console open at once, although you probably need shift+escape to get at it.
fixed a few issues with nexuiz compat. there are *still* other issues.
greatly refactored cd playback code. cd driver code is now a backend only and does not provide its own commands. track remapping accepts named faketracks. worked around missing notifications in vista+, so looping will now work.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4491 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-10-08 14:28:11 +00:00

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603 B
GLSL

!!permu FRAMEBLEND
!!permu SKELETAL
//standard shader used for drawing shadowmap depth.
//also used for masking off portals and other things that want depth and no colour.
//must support skeletal and 2-way vertex blending or Bad Things Will Happen.
//the vertex shader is responsible for calculating lighting values.
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
void main ()
{
gl_Position = skeletaltransform();
}
#endif
#ifdef FRAGMENT_SHADER
void main ()
{
//must always draw something, supposedly. It might as well be black.
gl_FragColor = vec4(0, 0, 0, 1);
}
#endif