mirror of
https://git.code.sf.net/p/quake/quakeforge
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c884ef5f80
This skips one level of indirection in the alias model and brush shaders. Hopefully, this will improve performance on my eeepc.
16 lines
321 B
GLSL
16 lines
321 B
GLSL
uniform sampler2D colormap;
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uniform sampler2D texture;
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uniform sampler2D lightmap;
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varying vec2 tst;
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varying vec2 lst;
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void
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main (void)
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{
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float pix = texture2D (texture, tst).r;
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float light = texture2D (lightmap, lst).r;
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float col;
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gl_FragColor = texture2D (colormap, vec2 (pix, light * 4.0));
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}
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