nuclide/valve/glsl/defaultwall.glsl

60 lines
1 KiB
Text
Raw Normal View History

2019-01-19 04:52:40 +00:00
!!ver 110
!!samps diffuse lightmap
!!cvardf gl_fake16bit=0
!!cvardf gl_monochrome=0
!!cvardf gl_brighten=0
2019-01-19 04:52:40 +00:00
#include "sys/defs.h"
varying vec2 tex_c;
varying vec2 lm_c;
#ifdef VERTEX_SHADER
void main ()
{
tex_c = v_texcoord;
lm_c = v_lmcoord;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
void main ( void )
{
vec4 diffuse_f = texture2D(s_diffuse, tex_c);
vec3 light = texture2D(s_lightmap, lm_c).rgb;
if (light.r > 1.0f) {
light.r = 1.0f;
}
if (light.g > 1.0f) {
light.g = 1.0f;
}
if (light.b > 1.0f) {
light.b = 1.0f;
}
if (diffuse_f.a < 0.5) {
discard;
}
diffuse_f.rgb *= light.rgb;
diffuse_f *= e_colourident;
#if gl_brighten == 1
diffuse_f.rgb += vec3(0.1f,0.1f,0.1f) * 0.9f;
#endif
2019-01-19 04:52:40 +00:00
#if gl_fake16bit == 1
diffuse_f.rgb = floor(diffuse_f.rgb * vec3(32,64,32))/vec3(32,64,32);
#endif
#if gl_monochrome == 1
float m = (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0f;
diffuse_f.rgb = vec3(m,m,m);
#endif
2019-01-19 04:52:40 +00:00
gl_FragColor = diffuse_f;
}
#endif