1.3.1 update. compatibility w/ newer versions of source ports.
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efc08c3d16
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1583863894
16 changed files with 58 additions and 205 deletions
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@ -1,29 +1,12 @@
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// imitation of the Unreal Engine 1.x ambient glow effect
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vec4 ProcessLight( vec4 color )
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{
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vec2 gs = texture(ambglow,vec2(.5)).xy;
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if ( gs.x > .5 ) return color;
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if ( gs.y > .5 )
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{
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float glow = max(0.,sin(timer*4.)-.5);
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return vec4(min(color.rgb+vec3(glow),1.),color.a);
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}
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float glow = .25+.2*sin(timer*8.);
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return vec4(min(color.rgb+vec3(glow),1.),color.a);
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}
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// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
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vec4 ProcessTexel()
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// +
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// imitation of the Unreal Engine 1.x ambient glow effect
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void SetupMaterial( inout Material mat )
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{
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vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
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vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
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vec2 gs = texture(ambglow,vec2(.5)).xy;
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if ( gs.x > .5 ) getTexel(norm.xz*.5+.5);
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if ( gs.y > .5 )
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{
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float glow = max(0.,sin(timer*4.)-.5);
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vec4 col = getTexel(norm.xz*.5+.5);
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return vec4(min(col.rgb+vec3(glow),1.),col.a);
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}
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return getTexel(norm.xz*.5+.5);
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float glow = .25+.2*sin(timer*8.);
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mat.Bright = vec4(vec3(glow),1.);
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mat.Base = getTexel(norm.xz*.5+.5);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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