VGUI-Menu: friendList, chat backend, textview class proto SurfaceProps: Flesh impacts recognition PropData: BreakModels now use a bodyque to limit possible physics overhead PMove: falldamage, liquids can now be configured via external decl NSWeapon: added alternative punchangle based on springs, 'punchSpring X Y Z' in decl API: Team class management APIS NSPhysicsEntity: Optimised, optimised, optimised. New cvar: phys_lowspec. Scraping, impact effects etc have been added. More polish everywhere else
36 lines
579 B
GLSL
36 lines
579 B
GLSL
//======= Copyright (c) 2023 Vera Visions LLC. All rights reserved. =======
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//
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// Purpose:
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//
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// Unlit surface.
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//==============================================================================
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!!ver 110
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!!permu FOG
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!!samps diffuse
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#include "sys/defs.h"
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#include "sys/fog.h"
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varying vec2 tex_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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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 ()
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{
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vec4 d_f = vec4(1.0, 1.0, 1.0, 1.0) - texture2D( s_diffuse, tex_c );
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if (d_f.a > 0.5) {
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discard;
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}
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gl_FragColor = fog4( d_f );
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}
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#endif
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