mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-12-23 11:10:56 +00:00
Rename some shader source defines, add the two new shaders to shaderxlat
This commit is contained in:
parent
d310729b54
commit
a1265728e2
1 changed files with 15 additions and 13 deletions
|
@ -162,17 +162,17 @@
|
||||||
"#define STARTMAP_FUDGE 1.05\n" \
|
"#define STARTMAP_FUDGE 1.05\n" \
|
||||||
"#define SCALE_FUDGE 2.2\n"
|
"#define SCALE_FUDGE 2.2\n"
|
||||||
|
|
||||||
#define GLSL_SOFTWARE_FRAGMENT_SHADER_FLOORS \
|
#define GLSL_FLOOR_FRAGMENT_SHADER \
|
||||||
GLSL_FLOOR_FUDGES \
|
GLSL_FLOOR_FUDGES \
|
||||||
GLSL_SOFTWARE_FRAGMENT_SHADER
|
GLSL_SOFTWARE_FRAGMENT_SHADER
|
||||||
|
|
||||||
#define GLSL_SOFTWARE_FRAGMENT_SHADER_WALLS \
|
#define GLSL_WALL_FRAGMENT_SHADER \
|
||||||
GLSL_WALL_FUDGES \
|
GLSL_WALL_FUDGES \
|
||||||
GLSL_SOFTWARE_FRAGMENT_SHADER
|
GLSL_SOFTWARE_FRAGMENT_SHADER
|
||||||
|
|
||||||
// same as above but multiplies results with the lighting value from the
|
// same as above but multiplies results with the lighting value from the
|
||||||
// accompanying vertex shader (stored in gl_Color) if model lighting is enabled
|
// 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 \
|
GLSL_WALL_FUDGES \
|
||||||
"#ifdef SRB2_PALETTE_RENDERING\n" \
|
"#ifdef SRB2_PALETTE_RENDERING\n" \
|
||||||
"uniform sampler2D tex;\n" \
|
"uniform sampler2D tex;\n" \
|
||||||
|
@ -303,7 +303,7 @@
|
||||||
"}\0"
|
"}\0"
|
||||||
|
|
||||||
// Shader for the palette rendering postprocess step
|
// Shader for the palette rendering postprocess step
|
||||||
#define GLSL_PALETTE_POSTPROCESS_SHADER \
|
#define GLSL_PALETTE_POSTPROCESS_FRAGMENT_SHADER \
|
||||||
"uniform sampler2D tex;\n" \
|
"uniform sampler2D tex;\n" \
|
||||||
"uniform sampler3D palette_lookup_tex;\n" \
|
"uniform sampler3D palette_lookup_tex;\n" \
|
||||||
"uniform sampler1D palette_tex;\n" \
|
"uniform sampler1D palette_tex;\n" \
|
||||||
|
@ -316,7 +316,7 @@
|
||||||
"}\0"
|
"}\0"
|
||||||
|
|
||||||
// Applies a palettized colormap fade to tex
|
// 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 sampler2D tex;\n" \
|
||||||
"uniform float lighting;\n" \
|
"uniform float lighting;\n" \
|
||||||
"uniform sampler3D palette_lookup_tex;\n" \
|
"uniform sampler3D palette_lookup_tex;\n" \
|
||||||
|
@ -334,7 +334,7 @@
|
||||||
// in r_data.c:R_CreateFadeColormaps.
|
// in r_data.c:R_CreateFadeColormaps.
|
||||||
// However this value created some ugliness in fades to white (special stage entry)
|
// 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.
|
// 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 sampler2D tex;\n" \
|
||||||
"uniform vec4 poly_color;\n" \
|
"uniform vec4 poly_color;\n" \
|
||||||
"const float alpha_factor = 24.875;\n" \
|
"const float alpha_factor = 24.875;\n" \
|
||||||
|
@ -359,16 +359,16 @@ static struct {
|
||||||
const char *fragment;
|
const char *fragment;
|
||||||
} const gl_shadersources[] = {
|
} const gl_shadersources[] = {
|
||||||
// Floor shader
|
// Floor shader
|
||||||
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER_FLOORS},
|
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_FLOOR_FRAGMENT_SHADER},
|
||||||
|
|
||||||
// Wall shader
|
// Wall shader
|
||||||
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER_WALLS},
|
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_WALL_FRAGMENT_SHADER},
|
||||||
|
|
||||||
// Sprite shader
|
// Sprite shader
|
||||||
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER_WALLS},
|
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_WALL_FRAGMENT_SHADER},
|
||||||
|
|
||||||
// Model shader
|
// Model shader
|
||||||
{GLSL_MODEL_VERTEX_SHADER, GLSL_SOFTWARE_MODEL_FRAGMENT_SHADER},
|
{GLSL_MODEL_VERTEX_SHADER, GLSL_MODEL_FRAGMENT_SHADER},
|
||||||
|
|
||||||
// Water shader
|
// Water shader
|
||||||
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_WATER_FRAGMENT_SHADER},
|
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_WATER_FRAGMENT_SHADER},
|
||||||
|
@ -380,13 +380,13 @@ static struct {
|
||||||
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SKY_FRAGMENT_SHADER},
|
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SKY_FRAGMENT_SHADER},
|
||||||
|
|
||||||
// Palette postprocess 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
|
// 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
|
// 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},
|
{NULL, NULL},
|
||||||
};
|
};
|
||||||
|
@ -768,6 +768,8 @@ customshaderxlat_t shaderxlat[] =
|
||||||
{"Fog", SHADER_FOG},
|
{"Fog", SHADER_FOG},
|
||||||
{"Sky", SHADER_SKY},
|
{"Sky", SHADER_SKY},
|
||||||
{"PalettePostprocess", SHADER_PALETTE_POSTPROCESS},
|
{"PalettePostprocess", SHADER_PALETTE_POSTPROCESS},
|
||||||
|
{"UIColormapFade", SHADER_UI_COLORMAP_FADE},
|
||||||
|
{"UITintedWipe", SHADER_UI_TINTED_WIPE},
|
||||||
{NULL, 0},
|
{NULL, 0},
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue