Remove redundant fog and palette shader code.

This commit is contained in:
Bill Currie 2014-01-28 13:00:28 +09:00
parent 50bb40be29
commit c89e612cd4
4 changed files with 23 additions and 63 deletions

View file

@ -125,8 +125,8 @@ static const char *bsp_turb_effects[] =
{
"QuakeForge.Math.const",
"QuakeForge.Fragment.fog",
"QuakeForge.Fragment.palette",
"QuakeForge.env.warp.turb",
"QuakeForge.Fragment.colormap",
"QuakeForge.Fragment.bsp.unlit",
0
};
@ -134,7 +134,6 @@ static const char *bsp_turb_effects[] =
static const char *bsp_sky_cube_effects[] =
{
"QuakeForge.Fragment.fog",
"QuakeForge.Fragment.colormap",
"QuakeForge.env.sky.cube",
"QuakeForge.Fragment.bsp.sky",
0
@ -143,7 +142,7 @@ static const char *bsp_sky_cube_effects[] =
static const char *bsp_sky_id_effects[] =
{
"QuakeForge.Fragment.fog",
"QuakeForge.Fragment.colormap",
"QuakeForge.Fragment.palette",
"QuakeForge.env.sky.id",
"QuakeForge.Fragment.bsp.sky",
0

View file

@ -86,6 +86,8 @@ static const char *particle_point_vert_effects[] =
static const char *particle_point_frag_effects[] =
{
"QuakeForge.Fragment.fog",
"QuakeForge.Fragment.palette",
"QuakeForge.Fragment.particle.point",
0
};
@ -98,6 +100,8 @@ static const char *particle_textured_vert_effects[] =
static const char *particle_textured_frag_effects[] =
{
"QuakeForge.Fragment.fog",
"QuakeForge.Fragment.palette",
"QuakeForge.Fragment.particle.textured",
0
};

View file

@ -63,6 +63,8 @@ static const char *sprite_vert_effects[] =
static const char *sprite_frag_effects[] =
{
"QuakeForge.Fragment.fog",
"QuakeForge.Fragment.palette",
"QuakeForge.Fragment.sprite",
0
};

View file

@ -38,6 +38,16 @@ fogBlend (vec4 color)
return vec4 (mix (fog_color.rgb, color.rgb, fog_factor), color.a);
}
-- Fragment.palette
uniform sampler2D palette;
vec4
palettedColor (float pix)
{
return texture2D (palette, vec2 (pix, 0.0));
}
-- Fragment.colormap
uniform sampler2D colormap;
@ -88,7 +98,6 @@ sky_color (vec3 dir)
-- env.sky.id
uniform sampler2D palette;
uniform sampler2D solid;
uniform sampler2D trans;
uniform float time;
@ -114,7 +123,7 @@ sky_color (vec3 dir)
st = base + flow * time / 16.0;
pix = texture2D (solid, st).r;
}
return texture2D (palette, vec2 (pix, 0));
return palettedColor (pix);
}
-- Vertex.mdl
@ -225,7 +234,6 @@ main (void)
-- Fragment.bsp.unlit
uniform sampler2D texture;
uniform sampler2D palette;
uniform float time;
varying vec2 tst;
@ -240,7 +248,7 @@ main (void)
st = warp_st (tst, time);
pix = texture2D (texture, st).r;
c = texture2D (palette, vec2(pix, 0)) * color;
c = palettedColor (pix) * color;
gl_FragColor = fogBlend (c);
}
@ -306,60 +314,25 @@ main (void)
-- Fragment.particle.point
//precision mediump float;
uniform sampler2D palette;
uniform vec4 fog;
varying float color;
float
sqr (float x)
{
return x * x;
}
vec4
fogBlend (vec4 color)
{
float f;
vec4 fog_color = vec4 (fog.rgb, 1.0);
f = exp (-sqr (fog.a * gl_FragCoord.z / gl_FragCoord.w));
return vec4 (mix (fog_color.rgb, color.rgb, f), color.a);
}
void
main (void)
{
if (color == 1.0)
discard;
gl_FragColor = fogBlend (texture2D (palette, vec2 (color, 0.0)));
gl_FragColor = fogBlend (palettedColor (color));
}
-- Fragment.particle.textured
//precision mediump float;
uniform sampler2D texture;
uniform vec4 fog;
varying vec4 color;
varying vec2 st;
float
sqr (float x)
{
return x * x;
}
vec4
fogBlend (vec4 color)
{
float f;
vec4 fog_color = vec4 (fog.rgb, 1.0);
f = exp (-sqr (fog.a * gl_FragCoord.z / gl_FragCoord.w));
return vec4 (mix (fog_color.rgb, color.rgb, f), color.a);
}
void
main (void)
{
@ -393,29 +366,11 @@ main (void)
uniform sampler2D spritea;
uniform sampler2D spriteb;
uniform sampler2D palette;
uniform vec4 fog;
varying float blend;
varying vec4 colora, colorb;
varying vec2 sta, stb;
float
sqr (float x)
{
return x * x;
}
vec4
fogBlend (vec4 color)
{
float f;
vec4 fog_color = vec4 (fog.rgb, 1.0);
f = exp (-sqr (fog.a * gl_FragCoord.z / gl_FragCoord.w));
return vec4 (mix (fog_color.rgb, color.rgb, f), color.a);
}
void
main (void)
{
@ -427,8 +382,8 @@ main (void)
pixb = texture2D (spriteb, stb).r;
if (pixa == 1.0 && pixb == 1.0)
discard;
cola = texture2D (palette, vec2 (pixa, 0.0)) * colora;
colb = texture2D (palette, vec2 (pixb, 0.0)) * colorb;
cola = palettedColor (pixa) * colora;
colb = palettedColor (pixb) * colorb;
col = mix (cola, colb, blend);
if (col.a == 0.0)
discard;