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- moved documentation out of the Source folder and added surface shader sources.
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8 changed files with 92 additions and 71 deletions
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BUILD SOURCE CODE LICENSE TERMS: 06/20/2000
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BUILD SOURCE CODE LICENSE TERMS: 06/20/2000
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[1] I give you permission to make modifications to my Build source and
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[1] I give you permission to make modifications to my Build source and
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distribute it, BUT:
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distribute it, BUT:
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[2] Any derivative works based on my Build source may be distributed ONLY
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[2] Any derivative works based on my Build source may be distributed ONLY
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through the INTERNET.
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through the INTERNET.
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[3] Distribution of any derivative works MUST be done completely FREE of
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[3] Distribution of any derivative works MUST be done completely FREE of
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charge - no commercial exploitation whatsoever.
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charge - no commercial exploitation whatsoever.
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[4] Anything you distribute which uses a part of my Build Engine source
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[4] Anything you distribute which uses a part of my Build Engine source
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code MUST include:
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code MUST include:
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[A] The following message somewhere in the archive:
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[A] The following message somewhere in the archive:
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// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
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// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
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// Ken Silverman's official web site: "http://www.advsys.net/ken"
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// Ken Silverman's official web site: "http://www.advsys.net/ken"
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// See the included license file "BUILDLIC.TXT" for license info.
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// See the included license file "BUILDLIC.TXT" for license info.
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[B] This text file "BUILDLIC.TXT" along with it.
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[B] This text file "BUILDLIC.TXT" along with it.
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[C] Any source files that you modify must include this message as well:
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[C] Any source files that you modify must include this message as well:
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// This file has been modified from Ken Silverman's original release
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// This file has been modified from Ken Silverman's original release
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[5] The use of the Build Engine for commercial purposes will require an
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[5] The use of the Build Engine for commercial purposes will require an
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appropriate license arrangement with me. Contact information is
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appropriate license arrangement with me. Contact information is
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on my web site.
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on my web site.
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[6] I take no responsibility for damage to your system.
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[6] I take no responsibility for damage to your system.
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[7] Technical support: Before contacting me with questions, please read
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[7] Technical support: Before contacting me with questions, please read
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and do ALL of the following!
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and do ALL of the following!
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[A] Look through ALL of my text files. There are 7 of them (including this
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[A] Look through ALL of my text files. There are 7 of them (including this
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one). I like to think that I wrote them for a reason. You will find
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one). I like to think that I wrote them for a reason. You will find
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many of your answers in the history section of BUILD.TXT and
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many of your answers in the history section of BUILD.TXT and
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BUILD2.TXT (they're located inside SRC.ZIP).
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BUILD2.TXT (they're located inside SRC.ZIP).
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[B] If that doesn't satisfy you, then try going to:
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[B] If that doesn't satisfy you, then try going to:
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"http://www.advsys.net/ken/buildsrc"
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"http://www.advsys.net/ken/buildsrc"
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where I will maintain a Build Source Code FAQ (or perhaps I might
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where I will maintain a Build Source Code FAQ (or perhaps I might
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just provide a link to a good FAQ).
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just provide a link to a good FAQ).
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[C] I am willing to respond to questions, but ONLY if they come at a rate
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[C] I am willing to respond to questions, but ONLY if they come at a rate
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that I can handle.
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that I can handle.
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PLEASE TRY TO AVOID ASKING DUPLICATE QUESTIONS!
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PLEASE TRY TO AVOID ASKING DUPLICATE QUESTIONS!
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As my line of defense, I will post my current policy about
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As my line of defense, I will post my current policy about
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answering Build source questions (right below the E-mail address
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answering Build source questions (right below the E-mail address
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on my web site.) You can check there to see if I'm getting
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on my web site.) You can check there to see if I'm getting
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overloaded with questions or not.
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overloaded with questions or not.
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If I'm too busy, it might say something like this:
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If I'm too busy, it might say something like this:
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I'm too busy to answer Build source questions right now.
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I'm too busy to answer Build source questions right now.
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Sorry, but don't expect a reply from me any time soon.
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Sorry, but don't expect a reply from me any time soon.
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If I'm open for Build source questions, please state your question
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If I'm open for Build source questions, please state your question
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clearly and don't include any unsolicited attachments unless
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clearly and don't include any unsolicited attachments unless
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they're really small (like less than 50k). Assume that I have
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they're really small (like less than 50k). Assume that I have
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a 28.8k modem. Also, don't leave out important details just
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a 28.8k modem. Also, don't leave out important details just
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to make your question appear shorter - making me guess what
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to make your question appear shorter - making me guess what
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you're asking doesn't save me time!
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you're asking doesn't save me time!
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----------------------------------------------------------------------------
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----------------------------------------------------------------------------
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-Ken S. (official web site: http://www.advsys.net/ken)
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-Ken S. (official web site: http://www.advsys.net/ken)
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20
wadsrc/static/demolition/shaders/glsl/glsurface.fp
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wadsrc/static/demolition/shaders/glsl/glsurface.fp
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#version 110
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//s_texture points to an indexed color texture
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uniform sampler2D s_texture;
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//s_palette is the palette texture
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uniform sampler2D s_palette;
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varying vec2 v_texCoord;
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const float c_paletteScale = 255.0/256.0;
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const float c_paletteOffset = 0.5/256.0;
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void main()
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{
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vec4 color = texture2D(s_texture, v_texCoord.xy);
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color.r = c_paletteOffset + c_paletteScale*color.r;
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color.rgb = texture2D(s_palette, color.rg).rgb;
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gl_FragColor = color;
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}
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1
wadsrc/static/demolition/shaders/glsl/glsurface.vp
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wadsrc/static/demolition/shaders/glsl/glsurface.vp
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#version 110
attribute vec4 i_vertPos;
attribute vec2 i_texCoord;
varying vec2 v_texCoord;
void main()
{
gl_Position = i_vertPos;
v_texCoord = i_texCoord;
}
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