mirror of
https://github.com/nzp-team/fteqw.git
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fa0c73d33b
Added .psd, .pbm/.pgm/.ppm, .pfm, and .hdr image formats. Extensions NOT added to r_imageextensions. png (and the above formats) can now be loaded as RGBA16, instead of being truncated to RGBA8 (8bit pngs not affected). r_imagelist will now show images from memory, instead of potentially loading new/different ones from disk. Fix serverbrowser bug being too eager to join the server (eg from alt+tab). Don't send ipv6 packets to qw/q2 masters. They won't be able to report ipv6 addresses anyway, and this reduces warnings when a host STILL has no ipv6 (my ISP sucks). this does not affect q3/dpmasters, for people without ipv4 addresses. Tried to improve compat with Bloodshot's particle effects. Fixed a couple of issues with R_AddTrisoup. Fixed string tokenizing bug where it was using the wrong buffer size values. Don't show link-local/localhost addresses in eg the status command (unless developer). qtv-rel is now an easier target, for new qtv releases. qtv warning fixes. added a nailtrail effect to 'high' particles. fixed terrain shaders. fixed fogged water issue (on one of bal's maps). first attempt at gltf2 format support git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5400 fc73d0e0-1445-4013-8a0c-d673dee63da5
49 lines
973 B
GLSL
49 lines
973 B
GLSL
!!ver 100 450
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!!permu FOG
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!!cvarf r_wateralpha
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!!samps diffuse lightmap
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#include "sys/defs.h"
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//this is the shader that's responsible for drawing default q1 turbulant water surfaces
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//this is expected to be moderately fast.
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#include "sys/fog.h"
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varying vec2 tc;
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#ifdef LIT
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varying vec2 lm0;
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#endif
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#ifdef VERTEX_SHADER
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void main ()
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{
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tc = v_texcoord.st;
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#ifdef FLOW
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tc.s += e_time * -0.5;
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#endif
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#ifdef LIT
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lm0 = v_lmcoord;
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#endif
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gl_Position = ftetransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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#ifndef ALPHA
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uniform float cvar_r_wateralpha;
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#define USEALPHA cvar_r_wateralpha
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#else
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#define USEALPHA float(ALPHA)
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#endif
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void main ()
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{
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vec2 ntc;
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ntc.s = tc.s + sin(tc.t+e_time)*0.125;
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ntc.t = tc.t + sin(tc.s+e_time)*0.125;
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vec3 ts = vec3(texture2D(s_diffuse, ntc));
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#ifdef LIT
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ts *= (texture2D(s_lightmap, lm0) * e_lmscale).rgb;
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#endif
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gl_FragColor = fog4blend(vec4(ts, USEALPHA) * e_colourident);
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}
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#endif
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