Rename some shader source defines, add the two new shaders to shaderxlat

This commit is contained in:
Hannu Hanhi 2022-03-24 00:46:52 +02:00
parent d310729b54
commit a1265728e2

View file

@ -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},
};