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Rename some shader source defines, add the two new shaders to shaderxlat
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d310729b54
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a1265728e2
1 changed files with 15 additions and 13 deletions
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@ -162,17 +162,17 @@
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"#define STARTMAP_FUDGE 1.05\n" \
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"#define SCALE_FUDGE 2.2\n"
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#define GLSL_SOFTWARE_FRAGMENT_SHADER_FLOORS \
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#define GLSL_FLOOR_FRAGMENT_SHADER \
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GLSL_FLOOR_FUDGES \
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GLSL_SOFTWARE_FRAGMENT_SHADER
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#define GLSL_SOFTWARE_FRAGMENT_SHADER_WALLS \
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#define GLSL_WALL_FRAGMENT_SHADER \
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GLSL_WALL_FUDGES \
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GLSL_SOFTWARE_FRAGMENT_SHADER
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// same as above but multiplies results with the lighting value from the
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// accompanying vertex shader (stored in gl_Color) if model lighting is enabled
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#define GLSL_SOFTWARE_MODEL_FRAGMENT_SHADER \
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#define GLSL_MODEL_FRAGMENT_SHADER \
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GLSL_WALL_FUDGES \
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"#ifdef SRB2_PALETTE_RENDERING\n" \
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"uniform sampler2D tex;\n" \
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@ -303,7 +303,7 @@
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"}\0"
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// Shader for the palette rendering postprocess step
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#define GLSL_PALETTE_POSTPROCESS_SHADER \
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#define GLSL_PALETTE_POSTPROCESS_FRAGMENT_SHADER \
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"uniform sampler2D tex;\n" \
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"uniform sampler3D palette_lookup_tex;\n" \
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"uniform sampler1D palette_tex;\n" \
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@ -316,7 +316,7 @@
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"}\0"
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// Applies a palettized colormap fade to tex
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#define GLSL_UI_COLORMAP_FADE_SHADER \
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#define GLSL_UI_COLORMAP_FADE_FRAGMENT_SHADER \
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"uniform sampler2D tex;\n" \
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"uniform float lighting;\n" \
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"uniform sampler3D palette_lookup_tex;\n" \
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@ -334,7 +334,7 @@
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// in r_data.c:R_CreateFadeColormaps.
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// However this value created some ugliness in fades to white (special stage entry)
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// while palette rendering is enabled, so I raised the value just a bit.
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#define GLSL_UI_TINTED_WIPE_SHADER \
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#define GLSL_UI_TINTED_WIPE_FRAGMENT_SHADER \
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"uniform sampler2D tex;\n" \
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"uniform vec4 poly_color;\n" \
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"const float alpha_factor = 24.875;\n" \
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@ -359,16 +359,16 @@ static struct {
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const char *fragment;
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} const gl_shadersources[] = {
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// Floor shader
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{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER_FLOORS},
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{GLSL_DEFAULT_VERTEX_SHADER, GLSL_FLOOR_FRAGMENT_SHADER},
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// Wall shader
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{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER_WALLS},
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{GLSL_DEFAULT_VERTEX_SHADER, GLSL_WALL_FRAGMENT_SHADER},
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// Sprite shader
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{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER_WALLS},
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{GLSL_DEFAULT_VERTEX_SHADER, GLSL_WALL_FRAGMENT_SHADER},
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// Model shader
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{GLSL_MODEL_VERTEX_SHADER, GLSL_SOFTWARE_MODEL_FRAGMENT_SHADER},
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{GLSL_MODEL_VERTEX_SHADER, GLSL_MODEL_FRAGMENT_SHADER},
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// Water shader
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{GLSL_DEFAULT_VERTEX_SHADER, GLSL_WATER_FRAGMENT_SHADER},
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@ -380,13 +380,13 @@ static struct {
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{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SKY_FRAGMENT_SHADER},
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// Palette postprocess shader
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{GLSL_DEFAULT_VERTEX_SHADER, GLSL_PALETTE_POSTPROCESS_SHADER},
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{GLSL_DEFAULT_VERTEX_SHADER, GLSL_PALETTE_POSTPROCESS_FRAGMENT_SHADER},
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// UI colormap fade shader
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{GLSL_DEFAULT_VERTEX_SHADER, GLSL_UI_COLORMAP_FADE_SHADER},
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{GLSL_DEFAULT_VERTEX_SHADER, GLSL_UI_COLORMAP_FADE_FRAGMENT_SHADER},
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// UI tinted wipe shader
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{GLSL_DEFAULT_VERTEX_SHADER, GLSL_UI_TINTED_WIPE_SHADER},
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{GLSL_DEFAULT_VERTEX_SHADER, GLSL_UI_TINTED_WIPE_FRAGMENT_SHADER},
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{NULL, NULL},
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};
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@ -768,6 +768,8 @@ customshaderxlat_t shaderxlat[] =
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{"Fog", SHADER_FOG},
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{"Sky", SHADER_SKY},
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{"PalettePostprocess", SHADER_PALETTE_POSTPROCESS},
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{"UIColormapFade", SHADER_UI_COLORMAP_FADE},
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{"UITintedWipe", SHADER_UI_TINTED_WIPE},
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{NULL, 0},
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};
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