!!ver 110 !!samps diffuse lightmap !!cvardf gl_fake16bit=0 !!cvardf gl_monochrome=0 !!cvardf gl_brighten=0 #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 #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 gl_FragColor = diffuse_f; } #endif