diff options
Diffstat (limited to 'data/glsl.cfg')
| -rw-r--r-- | data/glsl.cfg | 75 |
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 = [ |
