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https://github.com/yquake2/yquake2remaster.git
synced 2024-11-22 12:41:21 +00:00
GLES3: Make newer shaders work with OpenGL ES
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parent
c936e43420
commit
89f63915a3
1 changed files with 10 additions and 10 deletions
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@ -223,7 +223,7 @@ static const char* fragmentSrc2D = MULTILINE_STRING(
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}
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);
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static const char* fragmentSrc2Dpostprocess = MULTILINE_STRING(#version 150\n
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static const char* fragmentSrc2Dpostprocess = MULTILINE_STRING(
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in vec2 passTexCoord;
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// for UBO shared between all shaders (incl. 2D)
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@ -254,7 +254,7 @@ static const char* fragmentSrc2Dpostprocess = MULTILINE_STRING(#version 150\n
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}
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);
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static const char* fragmentSrc2DpostprocessWater = MULTILINE_STRING(#version 150\n
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static const char* fragmentSrc2DpostprocessWater = MULTILINE_STRING(
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in vec2 passTexCoord;
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// for UBO shared between all shaders (incl. 2D)
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@ -287,8 +287,8 @@ static const char* fragmentSrc2DpostprocessWater = MULTILINE_STRING(#version 150
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//float sy = pc.scale - abs(pc.scrHeight / 2.0 - gl_FragCoord.y) * 2.0 / pc.scrHeight;
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float sx = 1.0 - abs(0.5-uv.x)*2.0;
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float sy = 1.0 - abs(0.5-uv.y)*2.0;
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float xShift = 2.0 * time + uv.y * PI * 10;
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float yShift = 2.0 * time + uv.x * PI * 10;
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float xShift = 2.0 * time + uv.y * PI * 10.0;
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float yShift = 2.0 * time + uv.x * PI * 10.0;
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vec2 distortion = vec2(sin(xShift) * sx, sin(yShift) * sy) * 0.00666;
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uv += distortion;
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@ -422,7 +422,7 @@ static const char* vertexSrc3Dflow = MULTILINE_STRING(
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void main()
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{
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passTexCoord = texCoord + vec2(scroll, 0);
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passTexCoord = texCoord + vec2(scroll, 0.0);
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gl_Position = transProjView * transModel * vec4(position, 1.0);
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}
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);
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@ -461,7 +461,7 @@ static const char* vertexSrc3DlmFlow = MULTILINE_STRING(
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void main()
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{
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passTexCoord = texCoord + vec2(scroll, 0);
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passTexCoord = texCoord + vec2(scroll, 0.0);
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passLMcoord = lmTexCoord;
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vec4 worldCoord = transModel * vec4(position, 1.0);
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passWorldCoord = worldCoord.xyz;
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@ -499,9 +499,9 @@ static const char* fragmentSrc3Dwater = MULTILINE_STRING(
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void main()
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{
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vec2 tc = passTexCoord;
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tc.s += sin( passTexCoord.t*0.125 + time ) * 4;
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tc.s += sin( passTexCoord.t*0.125 + time ) * 4.0;
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tc.s += scroll;
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tc.t += sin( passTexCoord.s*0.125 + time ) * 4;
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tc.t += sin( passTexCoord.s*0.125 + time ) * 4.0;
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tc *= 1.0/64.0; // do this last
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vec4 texel = texture(tex, tc);
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@ -663,7 +663,7 @@ static const char* fragmentSrc3DlmNoColor = MULTILINE_STRING(
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vec3 lightToPos = dynLights[i].lightOrigin - passWorldCoord;
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float distLightToPos = length(lightToPos);
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float fact = max(0, intens - distLightToPos - 52);
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float fact = max(0.0, intens - distLightToPos - 52.0);
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// move the light source a bit further above the surface
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// => helps if the lightsource is so close to the surface (e.g. grenades, rockets)
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@ -672,7 +672,7 @@ static const char* fragmentSrc3DlmNoColor = MULTILINE_STRING(
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lightToPos += passNormal*32.0;
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// also factor in angle between light and point on surface
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fact *= max(0, dot(passNormal, normalize(lightToPos)));
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fact *= max(0.0, dot(passNormal, normalize(lightToPos)));
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lmTex.rgb += dynLights[i].lightColor.rgb * fact * (1.0/256.0);
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