diff --git a/src/hardware/hw_shaders.c b/src/hardware/hw_shaders.c index dcf6a7154..5b586a006 100644 --- a/src/hardware/hw_shaders.c +++ b/src/hardware/hw_shaders.c @@ -162,17 +162,17 @@ "#define STARTMAP_FUDGE 1.05\n" \ "#define SCALE_FUDGE 2.2\n" -#define GLSL_SOFTWARE_FRAGMENT_SHADER_FLOORS \ +#define GLSL_FLOOR_FRAGMENT_SHADER \ GLSL_FLOOR_FUDGES \ GLSL_SOFTWARE_FRAGMENT_SHADER -#define GLSL_SOFTWARE_FRAGMENT_SHADER_WALLS \ +#define GLSL_WALL_FRAGMENT_SHADER \ GLSL_WALL_FUDGES \ GLSL_SOFTWARE_FRAGMENT_SHADER // same as above but multiplies results with the lighting value from the // accompanying vertex shader (stored in gl_Color) if model lighting is enabled -#define GLSL_SOFTWARE_MODEL_FRAGMENT_SHADER \ +#define GLSL_MODEL_FRAGMENT_SHADER \ GLSL_WALL_FUDGES \ "#ifdef SRB2_PALETTE_RENDERING\n" \ "uniform sampler2D tex;\n" \ @@ -303,7 +303,7 @@ "}\0" // Shader for the palette rendering postprocess step -#define GLSL_PALETTE_POSTPROCESS_SHADER \ +#define GLSL_PALETTE_POSTPROCESS_FRAGMENT_SHADER \ "uniform sampler2D tex;\n" \ "uniform sampler3D palette_lookup_tex;\n" \ "uniform sampler1D palette_tex;\n" \ @@ -316,7 +316,7 @@ "}\0" // Applies a palettized colormap fade to tex -#define GLSL_UI_COLORMAP_FADE_SHADER \ +#define GLSL_UI_COLORMAP_FADE_FRAGMENT_SHADER \ "uniform sampler2D tex;\n" \ "uniform float lighting;\n" \ "uniform sampler3D palette_lookup_tex;\n" \ @@ -334,7 +334,7 @@ // in r_data.c:R_CreateFadeColormaps. // However this value created some ugliness in fades to white (special stage entry) // while palette rendering is enabled, so I raised the value just a bit. -#define GLSL_UI_TINTED_WIPE_SHADER \ +#define GLSL_UI_TINTED_WIPE_FRAGMENT_SHADER \ "uniform sampler2D tex;\n" \ "uniform vec4 poly_color;\n" \ "const float alpha_factor = 24.875;\n" \ @@ -359,16 +359,16 @@ static struct { const char *fragment; } const gl_shadersources[] = { // Floor shader - {GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER_FLOORS}, + {GLSL_DEFAULT_VERTEX_SHADER, GLSL_FLOOR_FRAGMENT_SHADER}, // Wall shader - {GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER_WALLS}, + {GLSL_DEFAULT_VERTEX_SHADER, GLSL_WALL_FRAGMENT_SHADER}, // Sprite shader - {GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER_WALLS}, + {GLSL_DEFAULT_VERTEX_SHADER, GLSL_WALL_FRAGMENT_SHADER}, // Model shader - {GLSL_MODEL_VERTEX_SHADER, GLSL_SOFTWARE_MODEL_FRAGMENT_SHADER}, + {GLSL_MODEL_VERTEX_SHADER, GLSL_MODEL_FRAGMENT_SHADER}, // Water shader {GLSL_DEFAULT_VERTEX_SHADER, GLSL_WATER_FRAGMENT_SHADER}, @@ -380,13 +380,13 @@ static struct { {GLSL_DEFAULT_VERTEX_SHADER, GLSL_SKY_FRAGMENT_SHADER}, // Palette postprocess shader - {GLSL_DEFAULT_VERTEX_SHADER, GLSL_PALETTE_POSTPROCESS_SHADER}, + {GLSL_DEFAULT_VERTEX_SHADER, GLSL_PALETTE_POSTPROCESS_FRAGMENT_SHADER}, // UI colormap fade shader - {GLSL_DEFAULT_VERTEX_SHADER, GLSL_UI_COLORMAP_FADE_SHADER}, + {GLSL_DEFAULT_VERTEX_SHADER, GLSL_UI_COLORMAP_FADE_FRAGMENT_SHADER}, // UI tinted wipe shader - {GLSL_DEFAULT_VERTEX_SHADER, GLSL_UI_TINTED_WIPE_SHADER}, + {GLSL_DEFAULT_VERTEX_SHADER, GLSL_UI_TINTED_WIPE_FRAGMENT_SHADER}, {NULL, NULL}, }; @@ -768,6 +768,8 @@ customshaderxlat_t shaderxlat[] = {"Fog", SHADER_FOG}, {"Sky", SHADER_SKY}, {"PalettePostprocess", SHADER_PALETTE_POSTPROCESS}, + {"UIColormapFade", SHADER_UI_COLORMAP_FADE}, + {"UITintedWipe", SHADER_UI_TINTED_WIPE}, {NULL, 0}, };