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https://github.com/nzp-team/fteqw.git
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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
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!!cvarv r_wallcolor
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!!permu FOG
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//this is for the '286' preset walls, and just draws lightmaps coloured based upon surface normals.
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#include "sys/fog.h"
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varying vec4 col;
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#ifdef VERTEX_SHADER
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attribute vec3 v_normal;
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attribute vec2 v_lmcoord;
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varying vec2 lm;
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uniform vec3 cvar_r_wallcolor;
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uniform vec3 cvar_r_floorcolor;
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uniform vec4 e_lmscale;
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void main ()
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{
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col = vec4(e_lmscale.rgb/255.0 * ((v_normal.z < 0.73)?cvar_r_wallcolor:cvar_r_floorcolor), e_lmscale.a);
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lm = v_lmcoord;
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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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uniform sampler2D s_t0;
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varying vec2 lm;
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void main ()
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{
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gl_FragColor = fog4(col * texture2D(s_t0, lm));
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}
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#endif
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