mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-12-02 08:31:55 +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
30 lines
715 B
GLSL
30 lines
715 B
GLSL
!!cvarv r_floorcolor
|
|
!!cvarv r_wallcolor
|
|
!!permu FOG
|
|
|
|
//this is for the '286' preset walls, and just draws lightmaps coloured based upon surface normals.
|
|
|
|
#include "sys/fog.h"
|
|
varying vec4 col;
|
|
#ifdef VERTEX_SHADER
|
|
attribute vec3 v_normal;
|
|
attribute vec2 v_lmcoord;
|
|
varying vec2 lm;
|
|
uniform vec3 cvar_r_wallcolor;
|
|
uniform vec3 cvar_r_floorcolor;
|
|
uniform vec4 e_lmscale;
|
|
void main ()
|
|
{
|
|
col = vec4(e_lmscale.rgb/255.0 * ((v_normal.z < 0.73)?cvar_r_wallcolor:cvar_r_floorcolor), e_lmscale.a);
|
|
lm = v_lmcoord;
|
|
gl_Position = ftetransform();
|
|
}
|
|
#endif
|
|
#ifdef FRAGMENT_SHADER
|
|
uniform sampler2D s_t0;
|
|
varying vec2 lm;
|
|
void main ()
|
|
{
|
|
gl_FragColor = fog4(col * texture2D(s_t0, lm));
|
|
}
|
|
#endif
|