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https://github.com/ZDoom/raze-gles.git
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- do RR's lightning flash as a postprocessing effect.
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5330964a7a
commit
a6545788a6
9 changed files with 15 additions and 21 deletions
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@ -47,7 +47,6 @@ enum {
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extern float curpolygonoffset;
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extern int32_t r_scenebrightness;
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extern int32_t polymostcenterhoriz;
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extern int16_t globalpicnum;
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@ -67,7 +67,6 @@ static float dxb1[MAXWALLSB], dxb2[MAXWALLSB];
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#define SOFTROTMAT 0
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static int32_t r_pogoDebug = 0;
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int32_t r_scenebrightness = 0;
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static float gviewxrange;
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static float ghoriz, ghoriz2;
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@ -3066,8 +3065,6 @@ void polymost_drawrooms()
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GLInterface.EnableDepthTest(true);
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GLInterface.SetDepthFunc(Depth_LessEqual);
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GLInterface.SetBrightness(r_scenebrightness);
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gvrcorrection = viewingrange*(1.f/65536.f);
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//if (glprojectionhacks == 2)
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{
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@ -137,7 +137,6 @@ bool PolymostShader::Load(const char * name, const char * vert_prog, const char
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Flags.Init(hShader, "u_flags");
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NPOTEmulationFactor.Init(hShader, "u_npotEmulationFactor");
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NPOTEmulationXOffset.Init(hShader, "u_npotEmulationXOffset");
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Brightness.Init(hShader, "u_brightness");
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TextureMode.Init(hShader, "uTextureMode");
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FogColor.Init(hShader, "uFogColor");
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@ -29,7 +29,6 @@ public:
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FBufferedUniform1i Flags;
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FBufferedUniform1f NPOTEmulationFactor;
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FBufferedUniform1f NPOTEmulationXOffset;
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FBufferedUniform1f Brightness;
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FBufferedUniformPalEntry FogColor;
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FBufferedUniform1i TextureMode;
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@ -546,7 +546,6 @@ void PolymostRenderState::Apply(PolymostShader* shader, GLState& oldState)
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shader->NPOTEmulationFactor.Set(NPOTEmulationFactor);
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shader->NPOTEmulationXOffset.Set(NPOTEmulationXOffset);
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shader->AlphaThreshold.Set(AlphaTest ? AlphaThreshold : -1.f);
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shader->Brightness.Set(Brightness);
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shader->FogColor.Set((Flags& RF_MapFog)? PalEntry(0x999999) : FogColor);
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float lightattr[] = { ShadeDiv / (numshades - 2), VisFactor, (Flags & RF_MapFog) ? -5.f : 0.f , ShadeDiv >= 1 / 1000.f? Shade : 0 };
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shader->muLightParms.Set(lightattr);
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@ -725,6 +724,8 @@ void DrawRateStuff()
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}
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}
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int32_t r_scenebrightness = 0;
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void videoShowFrame(int32_t w)
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{
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static GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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@ -742,8 +743,10 @@ void videoShowFrame(int32_t w)
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glDrawBuffers(1, buffers);
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}
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float Brightness = 8.f / (r_scenebrightness + 8.f);
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OpenGLRenderer::GLRenderer->mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
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screen->PostProcessScene(false, 0, 1.f, []() {
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screen->PostProcessScene(false, 0, Brightness, []() {
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GLInterface.Draw2D(&twodpsp); // draws the weapon sprites
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});
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screen->Update();
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@ -431,11 +431,6 @@ public:
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renderState.Flags &= ~RF_MapFog;
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}
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void SetBrightness(int brightness)
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{
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renderState.Brightness = 8.f / (brightness + 8.f);
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}
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void SetTinting(int flags, PalEntry color, PalEntry overlayColor)
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{
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renderState.hictint = color;
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@ -57,7 +57,6 @@ struct PolymostRenderState
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int LayerFlags = 0;
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float NPOTEmulationFactor = 1.f;
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float NPOTEmulationXOffset;
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float Brightness = 1.f;
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float AlphaThreshold = 0.5f;
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bool AlphaTest = true;
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float Color[4] = { 1,1,1,1 };
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@ -35,7 +35,6 @@ uniform int u_flags;
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uniform float u_npotEmulationFactor;
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uniform float u_npotEmulationXOffset;
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uniform float u_brightness;
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in vec4 v_color;
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in float v_distance;
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@ -263,7 +262,6 @@ void main()
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if ((iz & 64) == 1) color.b = 0;
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*/
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color.rgb = pow(color.rgb, vec3(u_brightness));
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fragColor = color;
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fragFog = vec4(0.0, 0.0, 0.0, 1.0); // Does build have colored fog?
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vec3 normal = normalize(cross(dFdx(v_eyeCoordPosition.xyz), dFdy(v_eyeCoordPosition.xyz)));
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@ -6,8 +6,13 @@ layout(binding=0) uniform sampler2D SceneTexture;
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void main()
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{
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vec4 frag = texture(SceneTexture, TexCoord);
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frag.rgb = clamp(pow(frag.rgb, vec3(uFixedColormapStart.a)), 0.0, 1.0);
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if (uFixedColormapRange.a == 0)
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{
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float gray = (frag.r * 0.3 + frag.g * 0.56 + frag.b * 0.14);
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vec4 cm = uFixedColormapStart + gray * uFixedColormapRange;
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FragColor = vec4(clamp(cm.rgb, 0.0, 1.0), frag.a);
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frag.rgb = clamp(cm.rgb, 0.0, 1.0);
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}
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FragColor = frag;
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}
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