- Added early Rewolf Health/Armor HUD variants - Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf - Fixed some skybox behaviour to only apply to BSP30 - Changed the env_message and game_text display to use "creditsfont" instead of the conchars - Tweaked damage radius and prediction for some entities and weapons - Added world_items - Added item_healthkit - Added item_battery - Fixed level transition logic - impulse 101 now fills up health and armor/suit in mod valve - Some tweaks to Damage_Apply so that healing can be performed without funky visuals - Added stub monsters for valve/rewolf that'll soon support scripted sequences - Tweaked chat system to get rid of quotation marks around messages - Added support for changing the window caption to reflect the mod you're playing - Lots of small little things in terms of cleanup
54 lines
972 B
GLSL
54 lines
972 B
GLSL
!!ver 110
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!!samps diffuse lightmap
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!!cvardf gl_fake16bit=0
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!!cvardf gl_monochrome=0
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!!cvardf gl_brighten=0
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#include "sys/defs.h"
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varying vec2 tex_c;
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varying vec2 lm_c;
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#ifdef VERTEX_SHADER
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void main ()
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{
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tex_c = v_texcoord;
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lm_c = v_lmcoord;
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gl_Position = ftetransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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void main ( void )
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{
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vec4 diffuse_f = texture2D(s_diffuse, tex_c);
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vec3 light = texture2D(s_lightmap, lm_c).rgb;
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if (diffuse_f.rgb == vec3(0,0,1)) {
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diffuse_f.rgb = vec3(0,0,0);
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discard;
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}
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if (diffuse_f.a < 0.5) {
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discard;
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}
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diffuse_f.rgb *= light.rgb;
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diffuse_f *= e_colourident;
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#if gl_brighten == 1
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diffuse_f.rgb += vec3(0.1f,0.1f,0.1f) * 0.9f;
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#endif
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#if gl_fake16bit == 1
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diffuse_f.rgb = floor(diffuse_f.rgb * vec3(32,64,32))/vec3(32,64,32);
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#endif
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#if gl_monochrome == 1
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float m = (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0f;
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diffuse_f.rgb = vec3(m,m,m);
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#endif
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gl_FragColor = diffuse_f;
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}
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#endif
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