mirror of
https://github.com/ZDoom/qzdoom-gpl.git
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b8eb530a0d
completely ignore them, either). - Separated light level fixing out of player_t's fixedcolormap parameter. Using a fixed light level (e.g. PowerTorch) will no longer wipe out colored lighting. - Moved the blending rectangle drawing into a separate discrete stage, since doing it while copying the 3D view window to the display now blends underneath the weapon instead of on top of it. - Consolidated the special colormaps into a single 2D table. - Tweaked the special colormaps slightly to make the true color results more closely match the paletted approximations. - fb_d3d9_shaders.h was getting unwieldy, so I moved the shaders out of the executable and into zdoom.pk3. Shaders are still precompiled so I don't need to pull in a dependancy on D3DX. - Added a few more shaders to accomodate drawing weapons with all the in-game lighting models. These are accessed with the new DrawTexture tags DTA_SpecialColormap and DTA_ColormapStyle. - Player weapon sprites are now drawn using Direct3D and receive all the benefits thereof. SVN r1858 (trunk)
27 lines
1.9 KiB
Batchfile
27 lines
1.9 KiB
Batchfile
fxc ..\shaders.ps /Tps_2_0 /O3 /ENormalColor -DPALTEX=0 -DINVERT=0 /FoNormalColor.pso
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fxc ..\shaders.ps /Tps_2_0 /O3 /ENormalColor -DPALTEX=0 -DINVERT=1 /FoNormalColorInv.pso
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fxc ..\shaders.ps /Tps_2_0 /O3 /ENormalColor -DPALTEX=1 -DINVERT=0 /FoNormalColorPal.pso
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fxc ..\shaders.ps /Tps_2_0 /O3 /ENormalColor -DPALTEX=1 -DINVERT=1 /FoNormalColorPalInv.pso
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fxc ..\shaders.ps /Tps_2_0 /O3 /ERedToAlpha -DINVERT=0 /FoRedToAlpha.pso
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fxc ..\shaders.ps /Tps_2_0 /O3 /ERedToAlpha -DINVERT=1 /FoRedToAlphaInv.pso
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fxc ..\shaders.ps /Tps_2_0 /O3 /EVertexColor /FoVertexColor.pso
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fxc ..\shaders.ps /Tps_2_0 /O3 /ESpecialColormap -DPALTEX=0 -DINVERT=0 /FoSpecialColormap.pso
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fxc ..\shaders.ps /Tps_2_0 /O3 /ESpecialColormap -DPALTEX=0 -DINVERT=1 /FoSpecialColormapInv.pso
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fxc ..\shaders.ps /Tps_2_0 /O3 /ESpecialColormap -DPALTEX=1 -DINVERT=0 /FoSpecialColormapPal.pso
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fxc ..\shaders.ps /Tps_2_0 /O3 /ESpecialColormap -DPALTEX=1 -DINVERT=1 /FoSpecialColormapPalInv.pso
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fxc ..\shaders.ps /Tps_2_0 /O3 /EInGameColormap -DPALTEX=0 -DINVERT=0 -DDESAT=0 /FoInGameColormap.pso
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fxc ..\shaders.ps /Tps_2_0 /O3 /EInGameColormap -DPALTEX=0 -DINVERT=0 -DDESAT=1 /FoInGameColormapDesat.pso
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fxc ..\shaders.ps /Tps_2_0 /O3 /EInGameColormap -DPALTEX=0 -DINVERT=1 -DDESAT=0 /FoInGameColormapInv.pso
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fxc ..\shaders.ps /Tps_2_0 /O3 /EInGameColormap -DPALTEX=0 -DINVERT=1 -DDESAT=1 /FoInGameColormapInvDesat.pso
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fxc ..\shaders.ps /Tps_2_0 /O3 /EInGameColormap -DPALTEX=1 -DINVERT=0 -DDESAT=0 /FoInGameColormapPal.pso
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fxc ..\shaders.ps /Tps_2_0 /O3 /EInGameColormap -DPALTEX=1 -DINVERT=0 -DDESAT=1 /FoInGameColormapPalDesat.pso
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fxc ..\shaders.ps /Tps_2_0 /O3 /EInGameColormap -DPALTEX=1 -DINVERT=1 -DDESAT=0 /FoInGameColormapPalInv.pso
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fxc ..\shaders.ps /Tps_2_0 /O3 /EInGameColormap -DPALTEX=1 -DINVERT=1 -DDESAT=1 /FoInGameColormapPalInvDesat.pso
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fxc ..\shaders.ps /Tps_2_0 /O3 /EBurnWipe /FoBurnWipe.pso
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fxc ..\shaders.ps /Tps_2_0 /O3 /EGammaCorrection /FoGammaCorrection.pso
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