gzdoom-gles/wadsrc/static/shaders_gles/Uniform usage notes.txt

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uTextureMode
0xFFFF =
(USES all)
TM_NORMAL = 0, // (r, g, b, a)
TM_STENCIL, // (1, 1, 1, a)
TM_OPAQUE, // (r, g, b, 1)
TM_INVERSE, // (1-r, 1-g, 1-b, a)
TM_ALPHATEXTURE, // (1, 1, 1, r)
TM_CLAMPY, // (r, g, b, (t >= 0.0 && t <= 1.0)? a:0)
TM_INVERTOPAQUE, // (1-r, 1-g, 1-b, 1)
TM_FOGLAYER, // (renders a fog layer in the shape of the active texture)
TM_FIXEDCOLORMAP = TM_FOGLAYER,
0xF0000 =
(USES all)
TEXF_Brightmap = 0x10000,
TEXF_Detailmap = 0x20000,
TEXF_Glowmap = 0x40000,
uPalLightLevels
0xFF =
31 0r 0 or 1
0xF0 =
gl_fogmode :
(USES 2)
0, "$OPTVAL_OFF"
1, "$OPTVAL_STANDARD"
2, "$OPTVAL_RADIAL"
0xF00 =
gl_lightmode:
(USES 16, 5)
0, "$OPTVAL_STANDARD"
1, "$OPTVAL_BRIGHT"
2, "$OPTVAL_DOOM"
3, "$OPTVAL_DARK"
4, "$OPTVAL_LEGACY"
5, "$OPTVAL_BUILD"
8, "$OPTVAL_SOFTWARE"
16, "$OPTVAL_VANILLA"
uTextureAddColor.a -> blendflags
0x7 =
(USES all)
const int Tex_Blend_Alpha = 1;
const int Tex_Blend_Screen = 2;
const int Tex_Blend_Overlay = 3;
const int Tex_Blend_Hardlight = 4;
0x8 =
Invert blend bit
uDesaturationFactor
> 0