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authorxolatile2025-08-17 18:28:28 +0200
committerxolatile2025-08-17 18:28:28 +0200
commitbffe8d11bd1dfec49280fb64a17f0ae529ac3f5d (patch)
tree9f4f7b6f5003585e5a170bd55ccaa335b8f26f90 /data/glsl.cfg
parentbec4167d29a68efd0cd2da36143e7f1c78a119a0 (diff)
downloadxolatile-badassbug-master.tar.xz
xolatile-badassbug-master.tar.zst
Compiles, removed a lot of code, do not run it...HEADmaster
Diffstat (limited to 'data/glsl.cfg')
-rw-r--r--data/glsl.cfg75
1 files changed, 0 insertions, 75 deletions
diff --git a/data/glsl.cfg b/data/glsl.cfg
index 91e6e8e..6942793 100644
--- a/data/glsl.cfg
+++ b/data/glsl.cfg
@@ -274,8 +274,6 @@ worldshader = [
texcoord1 = vtexcoord1 * @lmcoordscale;
@arg2
-
- //:shadowmap
}
] [
@(if (>= $numargs 5) [result $arg5])
@@ -293,13 +291,6 @@ worldshader = [
vec4 diffuse = vec4(texture2D(diffusemap, texcoord0).rgb, 1.0);
])
vec4 lm = texture2D(lightmap, texcoord1);
-
- //:shadowmap lm
-
- @arg3
-
- diffuse *= colorparams;
- @(if (|| (< $numargs 4) [=s $arg4 []]) [result [gl_FragColor = diffuse * lm;]] [result $arg4])
}
]
]
@@ -630,11 +621,6 @@ bumpvariantshader = [
@(if (btopt "G") [result [
pulse = abs(fract(millis*pulseglowspeed.x)*2.0 - 1.0);
]])
-
- @(if (! (btopt "i")) [result [
- //:shadowmap
- //:water
- ]])
}
] [
uniform vec4 colorparams;
@@ -706,18 +692,6 @@ bumpvariantshader = [
]])
]])
- @(if (|| (! (btopt "i")) (btopt "s")) [result [
- lmc.rgb = max(lmc.rgb*clamp(dot(lmlv, bump), 0.0, 1.0), ambient.xyz);
- @(if (btopt "i") [result [
-
- @(? (btopt "g") "diffuse.rgb" "gl_FragColor.rgb") = diffuse.rgb * lmc.rgb;
- ]] [result [
- //:shadowmap lmc
-
- @(? (|| (btopt "g") (btopt "r")) "diffuse.rgb" "gl_FragColor.rgb") = diffuse.rgb * lmc.rgb;
- ]])
- ]])
-
@(if (btopt "r") [result [
vec3 rvec;
@(if (btopt "t") [result [
@@ -994,55 +968,6 @@ skelanim = [
]
]
-// model shadowmapping
-
-shadowmapcastervertexshader = [
- result [
- @(if (>= $numargs 2) [result $arg1])
- attribute vec4 vvertex;
- uniform mat4 modelmatrix;
- uniform vec4 shadowintensity;
- varying vec4 shadowmapvals;
- void main(void)
- {
- @(if (>= $numargs 2) [result $arg2] [result [
- #define mpos vvertex
- ]])
- gl_Position = modelmatrix * mpos;
- shadowmapvals = vec4(1.0 - gl_Position.z, 1.0, 0.0, shadowintensity.x);
- }
- ]
-]
-
-shader 0 shadowmapcaster (shadowmapcastervertexshader) [
- varying vec4 shadowmapvals;
- void main(void)
- {
- gl_FragColor = shadowmapvals;
- }
-]
-loop i 4 [
- variantshader 0 shadowmapcaster 0 (shadowmapcastervertexshader (skelanimdefs (+ $i 1)) (skelanim (+ $i 1))) []
-]
-
-shader 0 "shadowmapreceiver" [
- attribute vec4 vvertex;
- uniform mat4 shadowmatrix;
- uniform vec2 shadowmapbias;
- varying vec4 shadowmapvals;
- void main(void)
- {
- gl_Position = shadowmatrix * vvertex;
- shadowmapvals = vec4(0.0, 0.0, shadowmapbias.y - gl_Position.z, 0.0);
- }
-] [
- varying vec4 shadowmapvals;
- void main(void)
- {
- gl_FragColor = shadowmapvals;
- }
-]
-
// model stenciling
notexturemodelvertexshader = [