Create and load the id sky shader.

This commit is contained in:
Bill Currie 2012-01-11 16:02:20 +09:00
parent 89ae6eca8b
commit f6f2e4f406
4 changed files with 88 additions and 2 deletions

View File

@ -5,10 +5,11 @@ INCLUDES= -I$(top_srcdir)/include $(GLX_CFLAGS)
shader_src= \
quake2d.frag quakebsp.frag quakebsp.vert quakeico.vert quakemdl.frag \
quakemdl.vert quakespr.frag quakespr.vert quaketrb.frag quaketxt.vert
quakemdl.vert quakeski.frag quakesky.vert quakespr.frag quakespr.vert \
quaketrb.frag quaketxt.vert
shader_gen= \
quake2d.fc quakebsp.fc quakebsp.vc quakeico.vc quakemdl.fc quakemdl.vc \
quakespr.fc quakespr.vc quaketrb.fc quaketxt.vc
quakeski.fc quakesky.vc quakespr.fc quakespr.vc quaketrb.fc quaketxt.vc
glsl_src = \
glsl_alias.c glsl_bsp.c glsl_draw.c glsl_lightmap.c glsl_main.c \

View File

@ -104,6 +104,14 @@ static const char quaketurb_frag[] =
#include "quaketrb.fc"
;
static const char quakesky_vert[] =
#include "quakesky.vc"
;
static const char quakeskyid_frag[] =
#include "quakeski.fc"
;
static struct {
int program;
shaderparam_t mvp_matrix;
@ -142,6 +150,26 @@ static struct {
{"realtime", 1},
};
static struct {
int program;
shaderparam_t mvp_matrix;
shaderparam_t sky_matrix;
shaderparam_t vertex;
shaderparam_t palette;
shaderparam_t solid;
shaderparam_t trans;
shaderparam_t realtime;
} quake_skyid = {
0,
{"mvp_mat", 1},
{"sky_mat", 1},
{"vertex", 0},
{"palette", 1},
{"solid", 1},
{"trans", 1},
{"realtime", 1},
};
#define CHAIN_SURF_F2B(surf,chain) \
do { \
instsurf_t *inst = (surf)->instsurf; \
@ -961,4 +989,16 @@ R_InitBsp (void)
GL_ResolveShaderParam (quake_turb.program, &quake_turb.palette);
GL_ResolveShaderParam (quake_turb.program, &quake_turb.texture);
GL_ResolveShaderParam (quake_turb.program, &quake_turb.realtime);
vert = GL_CompileShader ("quakesky.vert", quakesky_vert, GL_VERTEX_SHADER);
frag = GL_CompileShader ("quakeski.frag", quakeskyid_frag,
GL_FRAGMENT_SHADER);
quake_skyid.program = GL_LinkProgram ("quakebsp", vert, frag);
GL_ResolveShaderParam (quake_skyid.program, &quake_skyid.mvp_matrix);
GL_ResolveShaderParam (quake_skyid.program, &quake_skyid.sky_matrix);
GL_ResolveShaderParam (quake_skyid.program, &quake_skyid.vertex);
GL_ResolveShaderParam (quake_skyid.program, &quake_skyid.palette);
GL_ResolveShaderParam (quake_skyid.program, &quake_skyid.solid);
GL_ResolveShaderParam (quake_skyid.program, &quake_skyid.trans);
GL_ResolveShaderParam (quake_skyid.program, &quake_skyid.realtime);
}

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@ -0,0 +1,28 @@
uniform sampler2D palette;
uniform sampler2D solid;
uniform sampler2D trans;
uniform float realtime;
varying vec3 direction;
const float SCALE = 189.0 / 64.0;
void
main (void)
{
float len;
float pix;
vec2 flow = vec2 (1.0, 1.0);
vec2 st;
len = dot (direction, direction);
len = SCALE * inversesqrt (len);
st = direction.xy * len + flow * realtime / 8.0;
pix = texture2D (trans, st).r;
if (pix == 1.0) {
st = direction.xy * len + flow * realtime / 8.0;
pix = texture2D (solid, st).r;
}
gl_FragColor = texture2D (palette, vec2 (pix, 0.5));
}

View File

@ -0,0 +1,17 @@
uniform mat4 mvp_mat;
uniform mat4 sky_mat;
attribute vec4 vertex;
varying vec3 direction;
void
main (void)
{
vec3 dir;
float len;
vec2 offset = vec2 (1.0, 1.0);
gl_Position = mvp_mat * vertex;
direction = (sky_mat * vertex).xyz;
}