X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=shader_glsl.h;h=570b6748e4dabbc8cfb48ddedc94aeea69d500de;hb=0137e106705b25124f9bb314f87454109e9d877b;hp=c6dfd53303ff159f614a4710444600288f497f8a;hpb=f9923b69f7589cf0f373a62b8345a1c8b199859e;p=xonotic%2Fdarkplaces.git diff --git a/shader_glsl.h b/shader_glsl.h index c6dfd533..570b6748 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -3,7 +3,7 @@ "// shadowmapping enhancements by Lee 'eihrul' Salzman\n" "\n" "#ifdef GLSL130\n" -"precision mediump float;\n" +"precision highp float;\n" "# ifdef VERTEX_SHADER\n" "# define dp_varying out\n" "# define dp_attribute in\n" @@ -97,11 +97,38 @@ "uniform highp mat4 ModelViewProjectionMatrix;\n" "#endif\n" "\n" +"#ifdef VERTEX_SHADER\n" +"#ifdef USETRIPPY\n" +"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n" +"// tweaked scale\n" +"uniform highp float ClientTime;\n" +"vec4 TrippyVertex(vec4 position)\n" +"{\n" +" float worldTime = ClientTime;\n" +" // tweaked for Quake\n" +" worldTime *= 10.0;\n" +" position *= 0.125;\n" +" //~tweaked for Quake\n" +" float distanceSquared = (position.x * position.x + position.z * position.z);\n" +" position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n" +" float y = position.y;\n" +" float x = position.x;\n" +" float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n" +" position.y = x*sin(om)+y*cos(om);\n" +" position.x = x*cos(om)-y*sin(om);\n" +" return position;\n" +"}\n" +"#endif\n" +"#endif\n" +"\n" "#ifdef MODE_DEPTH_OR_SHADOW\n" "#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif\n" "#else // !MODE_DEPTH_ORSHADOW\n" @@ -115,6 +142,9 @@ "{\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" " VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif\n" "\n" @@ -262,6 +292,9 @@ " TexCoord2 = Attrib_TexCoord1.xy;\n" "#endif\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif\n" "\n" @@ -272,6 +305,9 @@ "#ifdef USESPECULAR\n" "uniform sampler2D Texture_Second;\n" "#endif\n" +"#ifdef USEGAMMARAMPS\n" +"uniform sampler2D Texture_GammaRamps;\n" +"#endif\n" "\n" "void main(void)\n" "{\n" @@ -296,6 +332,11 @@ " dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n" "# endif\n" "#endif\n" +"#ifdef USEGAMMARAMPS\n" +" dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n" +" dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n" +" dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n" +"#endif\n" "}\n" "#endif\n" "#else // !MODE_GENERIC\n" @@ -344,6 +385,9 @@ " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" " ModelViewProjectionPosition = gl_Position;\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif\n" "\n" @@ -408,6 +452,9 @@ " EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" " ModelViewProjectionPosition = gl_Position;\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif\n" "\n" @@ -813,6 +860,9 @@ " VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n" " VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif // VERTEX_SHADER\n" "\n" @@ -1039,6 +1089,9 @@ "#ifdef USEREFLECTION\n" " ModelViewProjectionPosition = gl_Position;\n" "#endif\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif // VERTEX_SHADER\n" "\n"