Added shaders and doomscript from the build.
This commit is contained in:
@@ -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;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user