parent
4fdd149e8a
commit
670a69b648
4 changed files with 0 additions and 37 deletions
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@ -157,7 +157,6 @@ enum
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SHADER_MODEL,
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SHADER_MODEL_LIGHTING,
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SHADER_WATER,
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SHADER_BRIGHTMAP_WATER,
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SHADER_FOG,
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SHADER_SKY,
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SHADER_PALETTE_POSTPROCESS,
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@ -545,8 +545,6 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool
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shader = SHADER_FOG;
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else if (PolyFlags & PF_Ripple)
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shader = SHADER_WATER;
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else if ((PolyFlags & PF_Ripple) && levelflat != NULL && levelflat->type == LEVELFLAT_TEXTURE && R_GetTextureBrightmap(levelflat->texture_id) && HWR_ShouldUsePaletteRendering())
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shader = SHADER_BRIGHTMAP_WATER;
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else if (levelflat != NULL && levelflat->type == LEVELFLAT_TEXTURE && R_GetTextureBrightmap(levelflat->texture_id) && HWR_ShouldUsePaletteRendering())
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shader = SHADER_BRIGHTMAP_FLOOR;
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else
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@ -48,9 +48,6 @@ static struct {
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// Water shader
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{GLSL_DEFAULT_VERTEX_SHADER, GLSL_WATER_FRAGMENT_SHADER},
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// Brightmap Water shader
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{GLSL_DEFAULT_VERTEX_SHADER, GLSL_WATER_FRAGMENT_SHADER_NOPAL},
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// Fog shader
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{GLSL_DEFAULT_VERTEX_SHADER, GLSL_FOG_FRAGMENT_SHADER},
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@ -446,7 +443,6 @@ customshaderxlat_t shaderxlat[] =
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{"Sprite", SHADER_SPRITE},
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{"Model", SHADER_MODEL},
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{"WaterRipple", SHADER_WATER},
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{"BrightmapWaterRipple", SHADER_BRIGHTMAP_WATER},
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{"Fog", SHADER_FOG},
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{"Sky", SHADER_SKY},
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{"PalettePostprocess", SHADER_PALETTE_POSTPROCESS},
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@ -352,36 +352,6 @@
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"gl_FragColor = final_color;\n" \
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"}\n" \
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"#endif\0"
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#define GLSL_WATER_FRAGMENT_SHADER_NOPAL \
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GLSL_FLOOR_FUDGES \
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"const float freq = 0.025;\n" \
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"const float amp = 0.025;\n" \
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"const float speed = 2.0;\n" \
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"const float pi = 3.14159;\n" \
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"uniform sampler2D tex;\n" \
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"uniform sampler2D brightmap;\n" \
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"uniform vec4 poly_color;\n" \
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"uniform vec4 tint_color;\n" \
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"uniform vec4 fade_color;\n" \
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"uniform float lighting;\n" \
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"uniform float fade_start;\n" \
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"uniform float fade_end;\n" \
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"uniform float leveltime;\n" \
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GLSL_DOOM_COLORMAP \
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GLSL_DOOM_LIGHT_EQUATION \
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"void main(void) {\n" \
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GLSL_WATER_TEXEL \
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"vec4 base_color = texel * poly_color;\n" \
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"vec4 final_color = base_color;\n" \
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"float brightmap_mix = floor(texture2D(brightmap, gl_TexCoord[0].st).r);\n" \
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"float light_gain = (255.0 - lighting) * brightmap_mix;\n" \
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"float final_lighting = lighting + light_gain;\n" \
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GLSL_SOFTWARE_TINT_EQUATION \
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GLSL_SOFTWARE_FADE_EQUATION \
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"final_color.a = texel.a * poly_color.a;\n" \
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"gl_FragColor = final_color;\n" \
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"}\n" \
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//
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// Fog block shader
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