mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-29 07:02:12 +00:00
e7c1f9a490
make the 'identify' command assume that a single decimal number is not an address (allowing it to be handled as a user id). qcc: support default initialisers in function calls. tweak filesystem code to try to flush individual files instead of discarding the entire fs hash. fix 'snap' stuff. other tweaks... git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5058 fc73d0e0-1445-4013-8a0c-d673dee63da5
97 lines
1.9 KiB
GLSL
97 lines
1.9 KiB
GLSL
!!ver 100 150
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!!permu TESS
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!!permu FRAMEBLEND
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!!permu SKELETAL
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!!cvardf r_tessellation_level=5
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#include "sys/defs.h"
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//standard shader used for drawing shadowmap depth.
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//also used for masking off portals and other things that want depth and no colour.
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//must support skeletal and 2-way vertex blending or Bad Things Will Happen.
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//the vertex shader is responsible for calculating lighting values.
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#ifdef VERTEX_SHADER
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#include "sys/skeletal.h"
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#ifdef TESS
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varying vec3 vertex;
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varying vec3 normal;
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#endif
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void main ()
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{
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#ifdef TESS
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skeletaltransform_n(normal);
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vertex = v_position;
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#else
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gl_Position = skeletaltransform();
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#endif
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}
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#endif
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#if defined(TESS_CONTROL_SHADER)
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layout(vertices = 3) out;
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in vec3 vertex[];
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out vec3 t_vertex[];
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in vec3 normal[];
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out vec3 t_normal[];
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void main()
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{
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//the control shader needs to pass stuff through
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#define id gl_InvocationID
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t_vertex[id] = vertex[id];
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t_normal[id] = normal[id];
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gl_TessLevelOuter[0] = float(r_tessellation_level);
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gl_TessLevelOuter[1] = float(r_tessellation_level);
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gl_TessLevelOuter[2] = float(r_tessellation_level);
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gl_TessLevelInner[0] = float(r_tessellation_level);
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}
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#endif
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#if defined(TESS_EVALUATION_SHADER)
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layout(triangles) in;
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in vec3 t_vertex[];
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in vec3 t_normal[];
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#define LERP(a) (gl_TessCoord.x*a[0] + gl_TessCoord.y*a[1] + gl_TessCoord.z*a[2])
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void main()
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{
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#define factor 1.0
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vec3 w = LERP(t_vertex);
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vec3 t0 = w - dot(w-t_vertex[0],t_normal[0])*t_normal[0];
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vec3 t1 = w - dot(w-t_vertex[1],t_normal[1])*t_normal[1];
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vec3 t2 = w - dot(w-t_vertex[2],t_normal[2])*t_normal[2];
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w = w*(1.0-factor) + factor*(gl_TessCoord.x*t0+gl_TessCoord.y*t1+gl_TessCoord.z*t2);
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gl_Position = m_modelviewprojection * vec4(w,1.0);
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}
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#endif
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#ifdef FRAGMENT_SHADER
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void main ()
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{
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//must always draw something, supposedly. It might as well be black.
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gl_FragColor = vec4(0, 0, 0, 1);
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}
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#endif
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