Added shaders and doomscript from the build.

This commit is contained in:
Justin Marshall
2026-08-09 04:23:10 -07:00
parent 82cfb1972d
commit 1d0c9d6657
734 changed files with 19587 additions and 0 deletions
@@ -0,0 +1,33 @@
{
parms {
stageSort sortTrans
}
state {
blend GL_ONE GL_ONE
depthFunc GL_LEQUAL
depthmask
polygonOffset
twosided
}
hlsl_vp {
result.position.x = dot4( vertex.position, $mvpMatrixX );
result.position.y = dot4( vertex.position, $mvpMatrixY );
result.position.z = dot4( vertex.position, $mvpMatrixZ );
result.position.w = dot4( vertex.position, $mvpMatrixW );
result.texcoord0.x = dot4( vertex.texcoord0, $sMatrix );
result.texcoord0.y = dot4( vertex.texcoord0, $tMatrix );
result.texcoord0.zw = _float2( 0.0 );
result.color.xyz = saturate( swizzleColor( vertex.color ).xyz + _float3( 0.75 ) );
result.color.xyz *= $exposure.xyz;
result.color.w = $color.w;
}
hlsl_fp {
half2 tc = ComputeTransAtlasCoord( fragment.texcoord0.xy, $transAtlasScaleBias );
// Blend in edge fading and shadow contribution from vertex color
result.color = tex2D( $transMap, tc ) * fragment.color;
// FIXME: smoke system additive fading not currently set up properly
//result.color *= fragment.color.w;
}
}