[glsl] Apply an old debug stash for trails

The code is mostly disabled, but this should prevent too much bitrot.
This commit is contained in:
Bill Currie 2023-10-03 15:05:13 +09:00
parent 5311f9906a
commit 4554ea47b0
2 changed files with 27 additions and 6 deletions

View file

@ -81,8 +81,15 @@ static const char *particle_trail_frag_effects[] =
0
};
static const char *particle_trail_debug_frag_effects[] =
{
"QuakeForge.Fragment.barycentric",
0
};
static struct {
int program;
int debug_program;
shaderparam_t proj;
shaderparam_t view;
shaderparam_t viewport;
@ -95,7 +102,7 @@ static struct {
shaderparam_t colora;
shaderparam_t colorb;
} trail = {
0,
0, 0,
{"projection_mat", 1},
{"view_mat", 1},
{"viewport", 1},
@ -199,15 +206,21 @@ glsl_R_ShutdownParticles (void)
void
glsl_R_InitParticles (void)
{
shader_t *vert_shader, *frag_shader;
shader_t *vert_shader, *frag_shader, *debug_shader;
int vert;
int frag;
int debug;
vert_shader = GLSL_BuildShader (particle_trail_vert_effects);
frag_shader = GLSL_BuildShader (particle_trail_frag_effects);
debug_shader = GLSL_BuildShader (particle_trail_debug_frag_effects);
vert = GLSL_CompileShader ("trail.vert", vert_shader, GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("trail.frag", frag_shader, GL_FRAGMENT_SHADER);
debug = GLSL_CompileShader ("trail.frag.debug", debug_shader,
GL_FRAGMENT_SHADER);
trail.program = GLSL_LinkProgram ("trail", vert, frag);
trail.debug_program = GLSL_LinkProgram ("trail.debug", vert, debug);
GLSL_ResolveShaderParam (trail.program, &trail.proj);
GLSL_ResolveShaderParam (trail.program, &trail.view);
GLSL_ResolveShaderParam (trail.program, &trail.viewport);
@ -254,7 +267,7 @@ new_trail_point (vec4f_t origin, float pscale, float percent)
.p.vel = {},
.p.live = 2.0 - percent * 2.0,
// .p.ramp = ramp,XXX
// .p.physics = R_ParticlePhysics ("pt_float"),XXX
// .p.physics = R_ParticlePhysics ("pt_float"),XXX pt_static for debug
};
return point;
@ -310,7 +323,7 @@ set_vertex (trailvtx_t *v, const point_t *point, float w, const vec3_t bary,
{
VectorCopy (point->p.pos, v->vertex);
VectorCopy (bary, v->bary);
v->vertex[3] = w * point->p.scale;
v->vertex[3] = w * point->p.scale;// just w for debug
v->texoff = off;
VectorCopy (point->p.color, v->colora);
v->colora[3] = point->p.alpha * 1.2;

View file

@ -728,18 +728,23 @@ main (void)
//gl_FragColor = texture2D (smoke, texcoord) * vec4 (1.0, 1.0, 1.0, 0.7);
vec3 tex3 = vec3 (texcoord, 0.5);
float n = abs(snoise(tex3));
float a = sqrt(1.0 - texcoord.y * texcoord.y);
n += 0.5 * abs(snoise(tex3 * 2.0));
n += 0.25 * abs(snoise(tex3 * 4.0));
n += 0.125 * abs(snoise(tex3 * 8.0));
vec4 c = colora + colorb * n;
#if 1
float a = sqrt(1.0 - texcoord.y * texcoord.y);
c.a *= a;
#else
c.a *= 1.0 - exp (-2.0 * (1.0 - sqrt(texcoord.y * texcoord.y)));
#endif
gl_FragColor = c;
}
-- Fragment.barycentric
varying vec3 vbarycentric;
varying vec2 texcoord;
float
edgeFactor (void)
@ -752,7 +757,10 @@ edgeFactor (void)
void
main (void)
{
gl_FragColor = vec4 (vec3 (edgeFactor ()), 0.5);
//gl_FragColor = vec4 (vec3 (edgeFactor ()), 0.5);
vec4 c = vec4 (vec3 (edgeFactor ()), 0.5);
c.a *= 1.0 - exp (-4.0 * (1.0 - texcoord.y * texcoord.y));
gl_FragColor = c;
}
-- version.130
#version 130