Revert "water too ig"

This reverts commit 25fc6232ef.
This commit is contained in:
NepDisk 2025-12-14 23:35:45 -05:00
parent 4fdd149e8a
commit 670a69b648
4 changed files with 0 additions and 37 deletions

View file

@ -157,7 +157,6 @@ enum
SHADER_MODEL,
SHADER_MODEL_LIGHTING,
SHADER_WATER,
SHADER_BRIGHTMAP_WATER,
SHADER_FOG,
SHADER_SKY,
SHADER_PALETTE_POSTPROCESS,

View file

@ -545,8 +545,6 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool
shader = SHADER_FOG;
else if (PolyFlags & PF_Ripple)
shader = SHADER_WATER;
else if ((PolyFlags & PF_Ripple) && levelflat != NULL && levelflat->type == LEVELFLAT_TEXTURE && R_GetTextureBrightmap(levelflat->texture_id) && HWR_ShouldUsePaletteRendering())
shader = SHADER_BRIGHTMAP_WATER;
else if (levelflat != NULL && levelflat->type == LEVELFLAT_TEXTURE && R_GetTextureBrightmap(levelflat->texture_id) && HWR_ShouldUsePaletteRendering())
shader = SHADER_BRIGHTMAP_FLOOR;
else

View file

@ -48,9 +48,6 @@ static struct {
// Water shader
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_WATER_FRAGMENT_SHADER},
// Brightmap Water shader
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_WATER_FRAGMENT_SHADER_NOPAL},
// Fog shader
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_FOG_FRAGMENT_SHADER},
@ -446,7 +443,6 @@ customshaderxlat_t shaderxlat[] =
{"Sprite", SHADER_SPRITE},
{"Model", SHADER_MODEL},
{"WaterRipple", SHADER_WATER},
{"BrightmapWaterRipple", SHADER_BRIGHTMAP_WATER},
{"Fog", SHADER_FOG},
{"Sky", SHADER_SKY},
{"PalettePostprocess", SHADER_PALETTE_POSTPROCESS},

View file

@ -352,36 +352,6 @@
"gl_FragColor = final_color;\n" \
"}\n" \
"#endif\0"
#define GLSL_WATER_FRAGMENT_SHADER_NOPAL \
GLSL_FLOOR_FUDGES \
"const float freq = 0.025;\n" \
"const float amp = 0.025;\n" \
"const float speed = 2.0;\n" \
"const float pi = 3.14159;\n" \
"uniform sampler2D tex;\n" \
"uniform sampler2D brightmap;\n" \
"uniform vec4 poly_color;\n" \
"uniform vec4 tint_color;\n" \
"uniform vec4 fade_color;\n" \
"uniform float lighting;\n" \
"uniform float fade_start;\n" \
"uniform float fade_end;\n" \
"uniform float leveltime;\n" \
GLSL_DOOM_COLORMAP \
GLSL_DOOM_LIGHT_EQUATION \
"void main(void) {\n" \
GLSL_WATER_TEXEL \
"vec4 base_color = texel * poly_color;\n" \
"vec4 final_color = base_color;\n" \
"float brightmap_mix = floor(texture2D(brightmap, gl_TexCoord[0].st).r);\n" \
"float light_gain = (255.0 - lighting) * brightmap_mix;\n" \
"float final_lighting = lighting + light_gain;\n" \
GLSL_SOFTWARE_TINT_EQUATION \
GLSL_SOFTWARE_FADE_EQUATION \
"final_color.a = texel.a * poly_color.a;\n" \
"gl_FragColor = final_color;\n" \
"}\n" \
//
// Fog block shader