nuclide/freecs/glsl/defaultskin.glsl
Marco Hladik 4621358ffd Added custom GLSL with support for the new gl_fake16bit, gl_affinemodels
Added support for respawns of map entities
Started redoing hostages... they don't have any animations right now. Don't be surprised.
Moved most/if-not-all CS specific entities into their own class files
2019-01-05 02:02:12 +01:00

58 lines
1 KiB
GLSL

!!ver 130
!!permu FRAMEBLEND
!!permu SKELETAL
!!permu FOG
!!samps diffuse
!!cvardf gl_affinemodels=0
!!cvardf gl_fake16bit=0
#include "sys/defs.h"
#if gl_affinemodels == 1
#define affine noperspective
#else
#define affine
#endif
affine varying vec2 tex_c;
varying vec3 light;
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
/*float hl( vec3 normal, vec3 dir ) {
return ( dot( normal, dir ) * 0.5 ) + 0.5;
}*/
void main ()
{
vec3 n, s, t, w;
gl_Position = skeletaltransform_wnst(w,n,s,t);
tex_c = v_texcoord;
light = e_light_ambient + ( e_light_mul * dot( n, e_light_dir ) );
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;
}
}
#endif
#ifdef FRAGMENT_SHADER
void main ()
{
vec4 diffuse_f = texture2D(s_diffuse, tex_c);
diffuse_f.rgb *= light;
diffuse_f *= e_colourident;
#if gl_fake16bit == 1
diffuse_f.rgb = floor(diffuse_f.rgb * vec3(32,64,32))/vec3(32,64,32);
#endif
gl_FragColor = diffuse_f * e_colourident;
}
#endif