mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-07 13:30:19 +00:00
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
No EOL
2.1 KiB
Batchfile
27 lines
No EOL
2.1 KiB
Batchfile
fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /ENormalColor -DPALTEX=0 -DINVERT=0 /FoNormalColor.pso
|
|
fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /ENormalColor -DPALTEX=0 -DINVERT=1 /FoNormalColorInv.pso
|
|
fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /ENormalColor -DPALTEX=1 -DINVERT=0 /FoNormalColorPal.pso
|
|
fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /ENormalColor -DPALTEX=1 -DINVERT=1 /FoNormalColorPalInv.pso
|
|
|
|
fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /ERedToAlpha -DINVERT=0 /FoRedToAlpha.pso
|
|
fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /ERedToAlpha -DINVERT=1 /FoRedToAlphaInv.pso
|
|
|
|
fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /EVertexColor /FoVertexColor.pso
|
|
|
|
fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /ESpecialColormap -DPALTEX=0 -DINVERT=0 /FoSpecialColormap.pso
|
|
fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /ESpecialColormap -DPALTEX=0 -DINVERT=1 /FoSpecialColormapInv.pso
|
|
fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /ESpecialColormap -DPALTEX=1 -DINVERT=0 /FoSpecialColormapPal.pso
|
|
fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /ESpecialColormap -DPALTEX=1 -DINVERT=1 /FoSpecialColormapPalInv.pso
|
|
|
|
fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /EInGameColormap -DPALTEX=0 -DINVERT=0 -DDESAT=0 /FoInGameColormap.pso
|
|
fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /EInGameColormap -DPALTEX=0 -DINVERT=0 -DDESAT=1 /FoInGameColormapDesat.pso
|
|
fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /EInGameColormap -DPALTEX=0 -DINVERT=1 -DDESAT=0 /FoInGameColormapInv.pso
|
|
fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /EInGameColormap -DPALTEX=0 -DINVERT=1 -DDESAT=1 /FoInGameColormapInvDesat.pso
|
|
fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /EInGameColormap -DPALTEX=1 -DINVERT=0 -DDESAT=0 /FoInGameColormapPal.pso
|
|
fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /EInGameColormap -DPALTEX=1 -DINVERT=0 -DDESAT=1 /FoInGameColormapPalDesat.pso
|
|
fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /EInGameColormap -DPALTEX=1 -DINVERT=1 -DDESAT=0 /FoInGameColormapPalInv.pso
|
|
fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /EInGameColormap -DPALTEX=1 -DINVERT=1 -DDESAT=1 /FoInGameColormapPalInvDesat.pso
|
|
|
|
fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /EBurnWipe /FoBurnWipe.pso
|
|
|
|
@rem PS1.4 does not support the pow instruction, so no windowed gamma correction for it. |