mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-17 18:30:58 +00:00
c884ef5f80
This skips one level of indirection in the alias model and brush shaders. Hopefully, this will improve performance on my eeepc.
23 lines
463 B
GLSL
23 lines
463 B
GLSL
uniform sampler2D colormap;
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uniform sampler2D skin;
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uniform float ambient;
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uniform float shadelight;
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uniform vec3 lightvec;
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varying vec3 normal;
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varying vec2 st;
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varying vec4 color;
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void
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main (void)
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{
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float pix = texture2D (skin, st).r;
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float light = ambient;
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float d, col;
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d = dot (normal, lightvec);
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d = min (d, 0.0);
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light = 255.0 - light;
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light += d * shadelight;
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gl_FragColor = texture2D (colormap, vec2 (pix, light / 255.0));
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}
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