1.3.1 update. compatibility w/ newer versions of source ports.
This commit is contained in:
parent
efc08c3d16
commit
1583863894
16 changed files with 58 additions and 205 deletions
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@ -1,4 +1,4 @@
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Copyright (c) 2018-2023 Marisa the Magician, UnSX Team
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Copyright (c) 2018-2025 Marisa the Magician, UnSX Team
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Permission is hereby granted, free of charge, to any person obtaining a copy
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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of this software and associated documentation files (the "Software"), to deal
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@ -7,4 +7,3 @@ texture invis00
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canvastexture PAmmoLed 256 128
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canvastexture PAmmoLed 256 128
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canvastexture FlakALed 128 64
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canvastexture FlakALed 128 64
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canvastexture MiniALed 64 64
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canvastexture MiniALed 64 64
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canvastexture AmbGlowT 4 4
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@ -42,7 +42,6 @@ server bool flak_sawammo = false; // chainsaw uses fuel
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nosave bool flak_zoomsound = false; // sniper rifle plays unused zoom sounds (annoying)
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nosave bool flak_zoomsound = false; // sniper rifle plays unused zoom sounds (annoying)
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nosave bool flak_zoomshader = false; // sniper rifle has a scope shader
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nosave bool flak_zoomshader = false; // sniper rifle has a scope shader
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server bool flak_vanillaarmor = true; // shield belt removes body/thigh armors on pickup
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server bool flak_vanillaarmor = true; // shield belt removes body/thigh armors on pickup
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nosave int flak_ambglow = 1; // ambient glow for pickup skins (0: none, 1: normal, 2: high visibility)
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user int flak_skinteam = -1; // team color for player skin
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user int flak_skinteam = -1; // team color for player skin
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user String flak_cmdoskin = "cmdo"; // skin for Male Commando class
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user String flak_cmdoskin = "cmdo"; // skin for Male Commando class
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87
gldefs.txt
87
gldefs.txt
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@ -311,13 +311,11 @@ HardwareShader Texture "models/jhbox1.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/jhbox1.png"
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Texture "brighttex" "brightmaps/jhbox1.png"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/bossheadT.png"
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HardwareShader Texture "models/bossheadT.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/bossheadT.png"
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Texture "brighttex" "brightmaps/bossheadT.png"
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Texture "ambglow" "AmbGlowT"
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}
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}
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Brightmap Texture "models/bossgibT.png"
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Brightmap Texture "models/bossgibT.png"
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{
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{
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@ -335,7 +333,6 @@ HardwareShader Texture "models/JBRifle2.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JBRifle2.png"
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Texture "brighttex" "brightmaps/JBRifle2.png"
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Texture "ambglow" "AmbGlowT"
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}
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}
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Brightmap Texture "models/JBRifle21.png"
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Brightmap Texture "models/JBRifle21.png"
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{
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{
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@ -357,13 +354,11 @@ HardwareShader Texture "models/JBammo1.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JBammo1.png"
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Texture "brighttex" "brightmaps/JBammo1.png"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/ASMD_t.png"
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HardwareShader Texture "models/ASMD_t.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/ASMD_t.png"
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Texture "brighttex" "brightmaps/ASMD_t.png"
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Texture "ambglow" "AmbGlowT"
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}
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}
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Brightmap Texture "models/ASMD_t1.png"
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Brightmap Texture "models/ASMD_t1.png"
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{
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{
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@ -381,19 +376,16 @@ HardwareShader Texture "models/JShockCore.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JShockCore.png"
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Texture "brighttex" "brightmaps/JShockCore.png"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/JShockCore_2.png"
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HardwareShader Texture "models/JShockCore_2.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JShockCore_2.png"
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Texture "brighttex" "brightmaps/JShockCore_2.png"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/SASMD_t.png"
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HardwareShader Texture "models/SASMD_t.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/ASMD_t.png"
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Texture "brighttex" "brightmaps/ASMD_t.png"
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Texture "ambglow" "AmbGlowT"
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}
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}
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Brightmap Texture "models/SASMD_t1.png"
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Brightmap Texture "models/SASMD_t1.png"
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{
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{
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@ -411,7 +403,6 @@ HardwareShader Texture "models/JSShockCore.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JShockCore.png"
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Texture "brighttex" "brightmaps/JShockCore.png"
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Texture "ambglow" "AmbGlowT"
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}
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}
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Brightmap Texture "models/Jwarhead2.png"
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Brightmap Texture "models/Jwarhead2.png"
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{
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{
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@ -425,13 +416,11 @@ HardwareShader Texture "models/Jwhpick1.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/Jwhpick1.png"
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Texture "brighttex" "brightmaps/Jwhpick1.png"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/JPammo_01.png"
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HardwareShader Texture "models/JPammo_01.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JPammo_01.png"
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Texture "brighttex" "brightmaps/JPammo_01.png"
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Texture "ambglow" "AmbGlowT"
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}
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}
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Brightmap Texture "models/JPulseGun_02.png"
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Brightmap Texture "models/JPulseGun_02.png"
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{
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{
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@ -441,179 +430,145 @@ HardwareShader Texture "models/JPulsePickup_01.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JPulsePickup_01.png"
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Texture "brighttex" "brightmaps/JPulsePickup_01.png"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/AToxSuit1.png"
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HardwareShader Texture "models/AToxSuit1.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/GoldSkin2.png"
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HardwareShader Texture "models/GoldSkin2.png"
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{
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{
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Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
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Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/JFA1.png"
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HardwareShader Texture "models/JFA1.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/Flak_t.png"
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HardwareShader Texture "models/Flak_t.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/JMedBox1.png"
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HardwareShader Texture "models/JMedBox1.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/JThighPads_01.png"
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HardwareShader Texture "models/JThighPads_01.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/JVial0.png"
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HardwareShader Texture "models/JVial0.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/Jarmor2.png"
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HardwareShader Texture "models/Jarmor2.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/Jflakslugel1_.png"
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HardwareShader Texture "models/Jflakslugel1_.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/Jhboxbeta1.png"
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HardwareShader Texture "models/Jhboxbeta1.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/Jmissile_01_.png"
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HardwareShader Texture "models/Jmissile_01_.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/AUbelt1.png"
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HardwareShader Texture "models/AUbelt1.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/AUbelt1.png"
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Texture "brighttex" "brightmaps/AUbelt1.png"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/jinvis.png"
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HardwareShader Texture "models/jinvis.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/jinvis.png"
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Texture "brighttex" "brightmaps/jinvis.png"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/Jlboot2.png"
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HardwareShader Texture "models/Jlboot2.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/Jlboot2.png"
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Texture "brighttex" "brightmaps/Jlboot2.png"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/JRelicSkull_01b.png"
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HardwareShader Texture "models/JRelicSkull_01b.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JRelicSkull_01.png"
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Texture "brighttex" "brightmaps/JRelicSkull_01.png"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/JRelicSkull_01g.png"
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HardwareShader Texture "models/JRelicSkull_01g.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JRelicSkull_01.png"
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Texture "brighttex" "brightmaps/JRelicSkull_01.png"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/JRelicSkull_01r.png"
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HardwareShader Texture "models/JRelicSkull_01r.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JRelicSkull_01.png"
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Texture "brighttex" "brightmaps/JRelicSkull_01.png"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/BlueSkin2.png"
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HardwareShader Texture "models/BlueSkin2.png"
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{
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{
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Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
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Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/RedSkin2.png"
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HardwareShader Texture "models/RedSkin2.png"
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{
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{
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Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
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Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/NewGreen.png"
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HardwareShader Texture "models/NewGreen.png"
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{
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{
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Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
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Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/bpak.png"
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HardwareShader Texture "models/bpak.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/JEClip.png"
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HardwareShader Texture "models/JEClip.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/Jautot1.png"
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HardwareShader Texture "models/Jautot1.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/BladeHopperT.png"
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HardwareShader Texture "models/BladeHopperT.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/JM21.png"
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HardwareShader Texture "models/JM21.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/Mini_t.png"
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HardwareShader Texture "models/Mini_t.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/JRocketPack1.png"
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HardwareShader Texture "models/JRocketPack1.png"
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{
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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}
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HardwareShader Texture "models/JuRocket1_.png"
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HardwareShader Texture "models/JuRocket1_.png"
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{
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{
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||||||
Shader "shaders/glsl/AmbientGlow.fp"
|
Shader "shaders/glsl/AmbientGlow.fp"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/Eight_t.png"
|
HardwareShader Texture "models/Eight_t.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow.fp"
|
Shader "shaders/glsl/AmbientGlow.fp"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/BulletBoxT.png"
|
HardwareShader Texture "models/BulletBoxT.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow.fp"
|
Shader "shaders/glsl/AmbientGlow.fp"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/RifleR1.png"
|
HardwareShader Texture "models/RifleR1.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow.fp"
|
Shader "shaders/glsl/AmbientGlow.fp"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/JRifle2.png"
|
HardwareShader Texture "models/JRifle2.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow.fp"
|
Shader "shaders/glsl/AmbientGlow.fp"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/JRazorw.png"
|
HardwareShader Texture "models/JRazorw.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||||
Texture "brighttex" "brightmaps/JRazorw.png"
|
Texture "brighttex" "brightmaps/JRazorw.png"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
Brightmap Texture "models/JRazor2.png"
|
Brightmap Texture "models/JRazor2.png"
|
||||||
{
|
{
|
||||||
|
|
@ -655,13 +610,11 @@ HardwareShader Texture "models/tloc1_.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||||
Texture "brighttex" "brightmaps/tloc1.png"
|
Texture "brighttex" "brightmaps/tloc1.png"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/tloc2_.png"
|
HardwareShader Texture "models/tloc2_.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||||
Texture "brighttex" "brightmaps/tloc2.png"
|
Texture "brighttex" "brightmaps/tloc2.png"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "invis00"
|
HardwareShader Texture "invis00"
|
||||||
{
|
{
|
||||||
|
|
@ -842,104 +795,86 @@ Brightmap Texture "models/Chunk_a11.png"
|
||||||
HardwareShader Texture "models/JChainSawPick1.png"
|
HardwareShader Texture "models/JChainSawPick1.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow.fp"
|
Shader "shaders/glsl/AmbientGlow.fp"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/jbarrel4.png"
|
HardwareShader Texture "models/jbarrel4.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow.fp"
|
Shader "shaders/glsl/AmbientGlow.fp"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/shield.png"
|
HardwareShader Texture "models/shield.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow.fp"
|
Shader "shaders/glsl/AmbientGlow.fp"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/JAllMap1_a00.png"
|
HardwareShader Texture "models/JAllMap1_a00.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||||
Texture "brighttex" "brightmaps/JAllMap1_a00.png"
|
Texture "brighttex" "brightmaps/JAllMap1_a00.png"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/JAllMap1_a01.png"
|
HardwareShader Texture "models/JAllMap1_a01.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||||
Texture "brighttex" "brightmaps/JAllMap1_a01.png"
|
Texture "brighttex" "brightmaps/JAllMap1_a01.png"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/JAllMap1_a02.png"
|
HardwareShader Texture "models/JAllMap1_a02.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||||
Texture "brighttex" "brightmaps/JAllMap1_a02.png"
|
Texture "brighttex" "brightmaps/JAllMap1_a02.png"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/JAllMap1_a03.png"
|
HardwareShader Texture "models/JAllMap1_a03.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||||
Texture "brighttex" "brightmaps/JAllMap1_a03.png"
|
Texture "brighttex" "brightmaps/JAllMap1_a03.png"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/JAllMap2.png"
|
HardwareShader Texture "models/JAllMap2.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow.fp"
|
Shader "shaders/glsl/AmbientGlow.fp"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/JAllMap3.png"
|
HardwareShader Texture "models/JAllMap3.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow.fp"
|
Shader "shaders/glsl/AmbientGlow.fp"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/GOLD.png"
|
HardwareShader Texture "models/GOLD.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
|
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/s_camera.png"
|
HardwareShader Texture "models/s_camera.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow.fp"
|
Shader "shaders/glsl/AmbientGlow.fp"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/Effect1.png"
|
HardwareShader Texture "models/Effect1.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
|
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/ABoxBlue_env.png"
|
HardwareShader Texture "models/ABoxBlue_env.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
|
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/ABoxGreen_env.png"
|
HardwareShader Texture "models/ABoxGreen_env.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
|
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/ABoxRed_env.png"
|
HardwareShader Texture "models/ABoxRed_env.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
|
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/ABoxPurple_env.png"
|
HardwareShader Texture "models/ABoxPurple_env.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
|
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/JAmmoBox1.png"
|
HardwareShader Texture "models/JAmmoBox1.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||||
Texture brighttex "brightmaps/JAmmoBox1.png"
|
Texture "brighttex" "brightmaps/JAmmoBox1.png"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/S_Ammo.png"
|
HardwareShader Texture "models/S_Ammo.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||||
Texture brighttex "brightmaps/S_Ammo.png"
|
Texture "brighttex" "brightmaps/S_Ammo.png"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "graphics/UTBg.png"
|
HardwareShader Texture "graphics/UTBg.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/UTBg.fp"
|
Shader "shaders/glsl/UTBg.fp"
|
||||||
Texture starstex "graphics/UTBg_Stars.png"
|
Texture "starstex" "graphics/UTBg_Stars.png"
|
||||||
Texture moontex "graphics/UTBg_Moon.png"
|
Texture "moontex" "graphics/UTBg_Moon.png"
|
||||||
}
|
}
|
||||||
HardwareShader Texture "graphics/UTProtoBg.png"
|
HardwareShader Texture "graphics/UTProtoBg.png"
|
||||||
{
|
{
|
||||||
|
|
@ -948,23 +883,22 @@ HardwareShader Texture "graphics/UTProtoBg.png"
|
||||||
HardwareShader Texture "models/AmmoLed.png"
|
HardwareShader Texture "models/AmmoLed.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmmoLed.fp"
|
Shader "shaders/glsl/AmmoLed.fp"
|
||||||
Texture scrtex "PAmmoLed"
|
Texture "scrtex" "PAmmoLed"
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/FlakAmmoLED.png"
|
HardwareShader Texture "models/FlakAmmoLED.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmmoLed.fp"
|
Shader "shaders/glsl/AmmoLed.fp"
|
||||||
Texture scrtex "FlakALed"
|
Texture "scrtex" "FlakALed"
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/miniammoled.png"
|
HardwareShader Texture "models/miniammoled.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmmoLed.fp"
|
Shader "shaders/glsl/AmmoLed.fp"
|
||||||
Texture scrtex "MiniALed"
|
Texture "scrtex" "MiniALed"
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/220/Judamage1.png"
|
HardwareShader Texture "models/220/Judamage1.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||||
Texture "brighttex" "brightmaps/220/Judamage1.png"
|
Texture "brighttex" "brightmaps/220/Judamage1.png"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
Brightmap Texture "models/220/oldtloc1.png"
|
Brightmap Texture "models/220/oldtloc1.png"
|
||||||
{
|
{
|
||||||
|
|
@ -974,7 +908,6 @@ HardwareShader Texture "models/220/oldtloc1_.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||||
Texture "brighttex" "brightmaps/220/oldtloc1.png"
|
Texture "brighttex" "brightmaps/220/oldtloc1.png"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
Brightmap Texture "models/220/Jwarhead4.png"
|
Brightmap Texture "models/220/Jwarhead4.png"
|
||||||
{
|
{
|
||||||
|
|
@ -984,12 +917,10 @@ HardwareShader Texture "models/220/Jwhpick1.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||||
Texture "brighttex" "brightmaps/220/Jwhpick1.png"
|
Texture "brighttex" "brightmaps/220/Jwhpick1.png"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/220/wars_.png"
|
HardwareShader Texture "models/220/wars_.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow.fp"
|
Shader "shaders/glsl/AmbientGlow.fp"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
Brightmap Texture "models/222/Jwarhead4.png"
|
Brightmap Texture "models/222/Jwarhead4.png"
|
||||||
{
|
{
|
||||||
|
|
@ -999,12 +930,10 @@ HardwareShader Texture "models/222/Jwhpick1.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||||
Texture "brighttex" "brightmaps/222/Jwhpick1.png"
|
Texture "brighttex" "brightmaps/222/Jwhpick1.png"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
HardwareShader Texture "models/222/Jwars1_.png"
|
HardwareShader Texture "models/222/Jwars1_.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow.fp"
|
Shader "shaders/glsl/AmbientGlow.fp"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
Brightmap Texture "models/222/JPulseGun_02.png"
|
Brightmap Texture "models/222/JPulseGun_02.png"
|
||||||
{
|
{
|
||||||
|
|
@ -1014,7 +943,6 @@ HardwareShader Texture "models/222/JPulsePickup_01.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||||
Texture "brighttex" "brightmaps/222/JPulsePickup_01.png"
|
Texture "brighttex" "brightmaps/222/JPulsePickup_01.png"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
Brightmap Texture "models/322/JPulseGun_02.png"
|
Brightmap Texture "models/322/JPulseGun_02.png"
|
||||||
{
|
{
|
||||||
|
|
@ -1024,7 +952,6 @@ HardwareShader Texture "models/322/JPulsePickup_01.png"
|
||||||
{
|
{
|
||||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||||
Texture "brighttex" "brightmaps/322/JPulsePickup_01.png"
|
Texture "brighttex" "brightmaps/322/JPulsePickup_01.png"
|
||||||
Texture "ambglow" "AmbGlowT"
|
|
||||||
}
|
}
|
||||||
// PP shaders
|
// PP shaders
|
||||||
HardwareShader PostProcess scene
|
HardwareShader PostProcess scene
|
||||||
|
|
|
||||||
|
|
@ -263,10 +263,6 @@ FLAK_SKIN = "Skin";
|
||||||
FLAK_FACE = "Face";
|
FLAK_FACE = "Face";
|
||||||
FLAK_BOPTS = "Beta Models";
|
FLAK_BOPTS = "Beta Models";
|
||||||
FLAK_XOPTS = "Extras";
|
FLAK_XOPTS = "Extras";
|
||||||
FLAK_AMBGLOW = "Ambient Glow";
|
|
||||||
FLAK_GLOWOFF = "Disabled";
|
|
||||||
FLAK_GLOWON = "Standard";
|
|
||||||
FLAK_GLOWEX = "Visible";
|
|
||||||
FLAK_MCREDS = "UT Credits";
|
FLAK_MCREDS = "UT Credits";
|
||||||
FLAK_CDT = "Doom Tournament";
|
FLAK_CDT = "Doom Tournament";
|
||||||
FLAK_CLEAD = "Development Lead:";
|
FLAK_CLEAD = "Development Lead:";
|
||||||
|
|
@ -726,9 +722,6 @@ FLAK_TCOLOR = "Color de Equipo";
|
||||||
FLAK_SKIN = "Piel";
|
FLAK_SKIN = "Piel";
|
||||||
FLAK_FACE = "Cara";
|
FLAK_FACE = "Cara";
|
||||||
FLAK_BOPTS = "Modelos Beta";
|
FLAK_BOPTS = "Modelos Beta";
|
||||||
FLAK_AMBGLOW = "Brillo Ambiental";
|
|
||||||
FLAK_GLOWOFF = "Desactivado";
|
|
||||||
FLAK_GLOWON = "Estándar";
|
|
||||||
FLAK_MCREDS = "Créditos de UT";
|
FLAK_MCREDS = "Créditos de UT";
|
||||||
FLAK_CLEAD = "Desarrolladora Jefe:";
|
FLAK_CLEAD = "Desarrolladora Jefe:";
|
||||||
FLAK_CASSETS = "Assets Adicionales:";
|
FLAK_CASSETS = "Assets Adicionales:";
|
||||||
|
|
|
||||||
17
menudef.txt
17
menudef.txt
|
|
@ -59,12 +59,6 @@ OptionValue "DeemerVer"
|
||||||
1, "220"
|
1, "220"
|
||||||
2, "222"
|
2, "222"
|
||||||
}
|
}
|
||||||
OptionValue "AmbientGlow"
|
|
||||||
{
|
|
||||||
0, "$FLAK_GLOWOFF"
|
|
||||||
1, "$FLAK_GLOWON"
|
|
||||||
2, "$FLAK_GLOWEX"
|
|
||||||
}
|
|
||||||
OptionMenu "UTPlayerMenu"
|
OptionMenu "UTPlayerMenu"
|
||||||
{
|
{
|
||||||
Class "UTOptionMenu"
|
Class "UTOptionMenu"
|
||||||
|
|
@ -112,7 +106,6 @@ OptionMenu "UTOptionMenu"
|
||||||
Slider "$FLAK_FSTRENGTH", "flak_flashstrength", 0.0, 1.0, 0.1, 1
|
Slider "$FLAK_FSTRENGTH", "flak_flashstrength", 0.0, 1.0, 0.1, 1
|
||||||
StaticText " "
|
StaticText " "
|
||||||
StaticText "$FLAK_IOPTS", 1
|
StaticText "$FLAK_IOPTS", 1
|
||||||
Option "$FLAK_AMBGLOW", "flak_ambglow", "AmbientGlow"
|
|
||||||
Option "$FLAK_RADBOOTS", "flak_radboots", "YesNo"
|
Option "$FLAK_RADBOOTS", "flak_radboots", "YesNo"
|
||||||
Option "$FLAK_VARMOR", "flak_vanillaarmor", "YesNo"
|
Option "$FLAK_VARMOR", "flak_vanillaarmor", "YesNo"
|
||||||
StaticText " "
|
StaticText " "
|
||||||
|
|
@ -189,13 +182,9 @@ OptionMenu "UTCreditsMenu"
|
||||||
StaticText "Epic Games", "White"
|
StaticText "Epic Games", "White"
|
||||||
StaticText " "
|
StaticText " "
|
||||||
StaticText "$FLAK_CPATRON", "Gold"
|
StaticText "$FLAK_CPATRON", "Gold"
|
||||||
StaticText "Snacks, Artem Bashev, john,", "White"
|
StaticText "Bean, Snacks, bouncytem,", "White"
|
||||||
StaticText "Jonas Höglund, Lilian Lamp, Valerie Thiessen,", "White"
|
StaticText "Fantasmita, Pietro Gagliardi, NekoMithos,", "White"
|
||||||
StaticText "Corey Hectus, Dac, Pietro Gagliardi, Xada Xephron,", "White"
|
StaticText "Antlason Widowz, YaGirlJuniper", "White"
|
||||||
StaticText "Alexa Jones-Gonzales, John, NekoMithos,", "White"
|
|
||||||
StaticText "bouncytem, Figo, Holly_Rook,", "White"
|
|
||||||
StaticText "Namsan, YaGirlJuniper, Ashley Lambert,", "White"
|
|
||||||
StaticText "LordMisfit, m8f, 3d0xp0xy", "White"
|
|
||||||
StaticText " "
|
StaticText " "
|
||||||
StaticText "$FLAK_CTHANK", "Gold"
|
StaticText "$FLAK_CTHANK", "Gold"
|
||||||
StaticText "KynikossDragonn, Raffine52, KeksDose, Skerion", "White"
|
StaticText "KynikossDragonn, Raffine52, KeksDose, Skerion", "White"
|
||||||
|
|
|
||||||
|
|
@ -1,26 +1,9 @@
|
||||||
// imitation of the Unreal Engine 1.x ambient glow effect
|
// imitation of the Unreal Engine 1.x ambient glow effect
|
||||||
vec4 ProcessLight( vec4 color )
|
|
||||||
{
|
|
||||||
vec2 gs = texture(ambglow,vec2(.5)).xy;
|
|
||||||
if ( gs.x > .5 ) return color;
|
|
||||||
if ( gs.y > .5 )
|
|
||||||
{
|
|
||||||
float glow = max(0.,sin(timer*4.)-.5);
|
|
||||||
return vec4(min(color.rgb+vec3(glow),1.),color.a);
|
|
||||||
}
|
|
||||||
float glow = .25+.2*sin(timer*8.);
|
|
||||||
return vec4(min(color.rgb+vec3(glow),1.),color.a);
|
|
||||||
}
|
|
||||||
|
|
||||||
vec4 ProcessTexel()
|
void SetupMaterial( inout Material mat )
|
||||||
{
|
{
|
||||||
vec2 gs = texture(ambglow,vec2(.5)).xy;
|
mat.Base = getTexel(vTexCoord.st);
|
||||||
if ( gs.x > .5 ) getTexel(vTexCoord.st);
|
float glow = .25+.2*sin(timer*8.);
|
||||||
if ( gs.y > .5 )
|
mat.Bright = vec4(vec3(glow),1.);
|
||||||
{
|
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||||
float glow = max(0.,sin(timer*4.)-.5);
|
|
||||||
vec4 col = getTexel(vTexCoord.st);
|
|
||||||
return vec4(min(col.rgb+vec3(glow),1.),col.a);
|
|
||||||
}
|
|
||||||
return getTexel(vTexCoord.st);
|
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,28 +1,11 @@
|
||||||
// imitation of the Unreal Engine 1.x ambient glow effect
|
// imitation of the Unreal Engine 1.x ambient glow effect
|
||||||
// plus brightmapping
|
// plus brightmapping
|
||||||
vec4 ProcessLight( vec4 color )
|
|
||||||
{
|
|
||||||
float bright = texture(brighttex,vTexCoord.st).x;
|
|
||||||
vec2 gs = texture(ambglow,vec2(.5)).xy;
|
|
||||||
if ( gs.x > .5 ) return vec4(min(color.rgb+vec3(bright),1.),color.a);
|
|
||||||
if ( gs.y > .5 )
|
|
||||||
{
|
|
||||||
float glow = max(0.,sin(timer*4.)-.5);
|
|
||||||
return vec4(min(color.rgb+vec3(bright)+vec3(glow),1.),color.a);
|
|
||||||
}
|
|
||||||
float glow = .25+.2*sin(timer*8.);
|
|
||||||
return vec4(min(color.rgb+vec3(bright)+vec3(glow),1.),color.a);
|
|
||||||
}
|
|
||||||
|
|
||||||
vec4 ProcessTexel()
|
void SetupMaterial( inout Material mat )
|
||||||
{
|
{
|
||||||
vec2 gs = texture(ambglow,vec2(.5)).xy;
|
mat.Base = getTexel(vTexCoord.st);
|
||||||
if ( gs.x > .5 ) getTexel(vTexCoord.st);
|
float bright = texture(brighttex,vTexCoord.st).x;
|
||||||
if ( gs.y > .5 )
|
float glow = .25+.2*sin(timer*8.);
|
||||||
{
|
mat.Bright = vec4(vec3(min(1.,bright+glow)),1.);
|
||||||
float glow = max(0.,sin(timer*4.)-.5);
|
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||||
vec4 col = getTexel(vTexCoord.st);
|
|
||||||
return vec4(min(col.rgb+vec3(glow),1.),col.a);
|
|
||||||
}
|
|
||||||
return getTexel(vTexCoord.st);
|
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,9 +1,4 @@
|
||||||
vec4 ProcessLight( vec4 color )
|
void SetupMaterial( inout Material mat )
|
||||||
{
|
|
||||||
return vec4(1.);
|
|
||||||
}
|
|
||||||
|
|
||||||
vec4 ProcessTexel()
|
|
||||||
{
|
{
|
||||||
vec2 coord = vTexCoord.st;
|
vec2 coord = vTexCoord.st;
|
||||||
vec2 dist = 2.*texture(warptex,vTexCoord.st).xy-1.;
|
vec2 dist = 2.*texture(warptex,vTexCoord.st).xy-1.;
|
||||||
|
|
@ -13,5 +8,7 @@ vec4 ProcessTexel()
|
||||||
dist.y *= abs(mod(dist.x+timer*5.45363,4.)-2.)-1.;
|
dist.y *= abs(mod(dist.x+timer*5.45363,4.)-2.)-1.;
|
||||||
coord.y -= dist.y*.09;
|
coord.y -= dist.y*.09;
|
||||||
coord.y = clamp(coord.y,0.,1.);
|
coord.y = clamp(coord.y,0.,1.);
|
||||||
return getTexel(coord);
|
mat.Base = getTexel(coord);
|
||||||
|
mat.Bright = vec4(1.); // force fullbright
|
||||||
|
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,9 +1,4 @@
|
||||||
vec4 ProcessLight( vec4 color )
|
void SetupMaterial( inout Material mat )
|
||||||
{
|
|
||||||
return vec4(1.);
|
|
||||||
}
|
|
||||||
|
|
||||||
vec4 ProcessTexel()
|
|
||||||
{
|
{
|
||||||
vec2 coord = vTexCoord.st;
|
vec2 coord = vTexCoord.st;
|
||||||
vec2 dist = 2.*texture(warptex,vTexCoord.st*.6).xy-1.;
|
vec2 dist = 2.*texture(warptex,vTexCoord.st*.6).xy-1.;
|
||||||
|
|
@ -14,5 +9,7 @@ vec4 ProcessTexel()
|
||||||
coord.y -= dist.y*.09;
|
coord.y -= dist.y*.09;
|
||||||
coord.x += timer*.05346;
|
coord.x += timer*.05346;
|
||||||
coord.y += timer*.03425;
|
coord.y += timer*.03425;
|
||||||
return getTexel(coord);
|
mat.Base = getTexel(coord);
|
||||||
|
mat.Bright = vec4(1.); // force fullbright
|
||||||
|
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,7 +1,8 @@
|
||||||
// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
|
// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
|
||||||
vec4 ProcessTexel()
|
void SetupMaterial( inout Material mat )
|
||||||
{
|
{
|
||||||
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
|
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
|
||||||
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
|
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
|
||||||
return getTexel(norm.xz*.5+.5);
|
mat.Base = getTexel(norm.xz*.5+.5);
|
||||||
|
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,29 +1,12 @@
|
||||||
// imitation of the Unreal Engine 1.x ambient glow effect
|
|
||||||
vec4 ProcessLight( vec4 color )
|
|
||||||
{
|
|
||||||
vec2 gs = texture(ambglow,vec2(.5)).xy;
|
|
||||||
if ( gs.x > .5 ) return color;
|
|
||||||
if ( gs.y > .5 )
|
|
||||||
{
|
|
||||||
float glow = max(0.,sin(timer*4.)-.5);
|
|
||||||
return vec4(min(color.rgb+vec3(glow),1.),color.a);
|
|
||||||
}
|
|
||||||
float glow = .25+.2*sin(timer*8.);
|
|
||||||
return vec4(min(color.rgb+vec3(glow),1.),color.a);
|
|
||||||
}
|
|
||||||
|
|
||||||
// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
|
// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
|
||||||
vec4 ProcessTexel()
|
// +
|
||||||
|
// imitation of the Unreal Engine 1.x ambient glow effect
|
||||||
|
void SetupMaterial( inout Material mat )
|
||||||
{
|
{
|
||||||
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
|
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
|
||||||
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
|
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
|
||||||
vec2 gs = texture(ambglow,vec2(.5)).xy;
|
float glow = .25+.2*sin(timer*8.);
|
||||||
if ( gs.x > .5 ) getTexel(norm.xz*.5+.5);
|
mat.Bright = vec4(vec3(glow),1.);
|
||||||
if ( gs.y > .5 )
|
mat.Base = getTexel(norm.xz*.5+.5);
|
||||||
{
|
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||||
float glow = max(0.,sin(timer*4.)-.5);
|
|
||||||
vec4 col = getTexel(norm.xz*.5+.5);
|
|
||||||
return vec4(min(col.rgb+vec3(glow),1.),col.a);
|
|
||||||
}
|
|
||||||
return getTexel(norm.xz*.5+.5);
|
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,4 @@
|
||||||
vec4 ProcessTexel()
|
void SetupMaterial( inout Material mat )
|
||||||
{
|
{
|
||||||
vec2 uv = vTexCoord.st;
|
vec2 uv = vTexCoord.st;
|
||||||
vec2 ccoord = uv-vec2(.5,1.1);
|
vec2 ccoord = uv-vec2(.5,1.1);
|
||||||
|
|
@ -9,13 +9,13 @@ vec4 ProcessTexel()
|
||||||
vec3 bcol = texture(starstex,fract(coord)).rgb;
|
vec3 bcol = texture(starstex,fract(coord)).rgb;
|
||||||
coord = uv*1.5;
|
coord = uv*1.5;
|
||||||
coord = (coord-vec2(.8,.3))*2.;
|
coord = (coord-vec2(.8,.3))*2.;
|
||||||
vec4 mcol = texture(moontex,coord);
|
vec4 mcol = texture(moontex,clamp(coord,vec2(0.),vec2(1.)));
|
||||||
bcol = mix(bcol*.3,mcol.rgb*.7,mcol.a);
|
bcol = mix(bcol*.3,mcol.rgb*.7,mcol.a);
|
||||||
coord = proj*.5+vec2(-.5,-1.)*timer*.1;
|
coord = proj*.5+vec2(-.5,-1.)*timer*.1;
|
||||||
coord = fract(coord);
|
|
||||||
vec3 col = getTexel(coord).rgb;
|
vec3 col = getTexel(coord).rgb;
|
||||||
col *= mix(vec3(1.9,.4,.2),vec3(1.),pow(pt.z,.5));
|
col *= mix(vec3(1.9,.4,.2),vec3(1.),pow(pt.z,.5));
|
||||||
col *= mix(vec3(1.3,.5,.3),vec3(1.),pow(pt.x+.8,.5));
|
col *= mix(vec3(1.3,.5,.3),vec3(1.),pow(pt.x+.8,.5));
|
||||||
col *= mix(vec3(1.1,1.4,1.3),vec3(.3),clamp(1.3*pow(distance(pt.xy,vec2(.2,-.25)),.9),0.,1.));
|
col *= mix(vec3(1.1,1.4,1.3),vec3(.3),clamp(1.3*pow(distance(pt.xy,vec2(.2,-.25)),.9),0.,1.));
|
||||||
return vec4(bcol+col,1.);
|
mat.Base = vec4(bcol+col,1.);
|
||||||
}
|
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||||
|
}
|
||||||
|
|
@ -1,22 +1,28 @@
|
||||||
// based on https://www.shadertoy.com/view/Ms2SWW
|
// based on https://www.shadertoy.com/view/Ms2SWW
|
||||||
|
|
||||||
vec4 ProcessTexel()
|
void SetupMaterial( inout Material mat )
|
||||||
{
|
{
|
||||||
vec2 uv = vTexCoord.st;
|
vec2 uv = vTexCoord.st;
|
||||||
vec2 p = 2.*(uv-.5);
|
vec2 p = 2.*(uv-.5);
|
||||||
p.x += sin(timer*.2)*.3;
|
p.x += sin(timer*.2)*.3;
|
||||||
p.y += cos(timer*.2)*.3;
|
p.y += cos(timer*.2)*.3;
|
||||||
float a = atan(p.y,p.x);
|
float a = atan(p.y,p.x);
|
||||||
|
float a2 = atan(p.y,abs(p.x));
|
||||||
a += timer*.1;
|
a += timer*.1;
|
||||||
|
a2 += timer*.1;
|
||||||
float r = length(p);
|
float r = length(p);
|
||||||
vec2 ccoord = fract(vec2(.25/r+.1*timer,a/3.14169265)*4.);
|
vec2 ccoord = vec2(.25/r+.1*timer,a/3.14169265)*4.;
|
||||||
vec3 col = getTexel(ccoord).rgb;
|
vec2 ccoord2 = vec2(ccoord.x,a2/3.14169265)*4.;
|
||||||
|
vec3 col = textureGrad(tex,ccoord,dFdx(ccoord2),dFdy(ccoord2)).rgb;
|
||||||
a += .125*3.14159265;
|
a += .125*3.14159265;
|
||||||
ccoord = fract(vec2(.25/r+.05*timer,a/3.14169265)*4.);
|
a2 += .125*3.14159265;
|
||||||
col += getTexel(ccoord).rgb;
|
ccoord = vec2(.25/r+.05*timer,a/3.14169265)*4.;
|
||||||
|
ccoord2 = vec2(ccoord.x,a2/3.14169265)*4.;
|
||||||
|
col += textureGrad(tex,ccoord,dFdx(ccoord2),dFdy(ccoord2)).rgb;
|
||||||
col *= vec3(.3,.6,1.);
|
col *= vec3(.3,.6,1.);
|
||||||
col += pow(max(0.,1.2-r),1.5);
|
col += pow(max(0.,1.2-r),1.5);
|
||||||
col *= vec3(1.,1.2,1.5);
|
col *= vec3(1.,1.2,1.5);
|
||||||
col = clamp(col,vec3(0.),vec3(1.));
|
col = clamp(col,vec3(0.),vec3(1.));
|
||||||
return vec4(col,1.);
|
mat.Base = vec4(col,1.);
|
||||||
}
|
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||||
|
}
|
||||||
|
|
@ -4,7 +4,7 @@ version "4.11"
|
||||||
Doom Tournament main codebase
|
Doom Tournament main codebase
|
||||||
|
|
||||||
Save for the third party Gutamatics library, all code here is
|
Save for the third party Gutamatics library, all code here is
|
||||||
(C)2018-2023 Marisa the Magician, UnSX Team, and is released under the
|
(C)2018-2025 Marisa the Magician, UnSX Team, and is released under the
|
||||||
terms of the MIT license (see LICENSE.txt).
|
terms of the MIT license (see LICENSE.txt).
|
||||||
|
|
||||||
No proprietary code by Epic Games has been copied, with or without
|
No proprietary code by Epic Games has been copied, with or without
|
||||||
|
|
|
||||||
|
|
@ -4500,10 +4500,6 @@ Class UTMainHandler : EventHandler
|
||||||
{
|
{
|
||||||
if ( players[consoleplayer].camera.player && players[consoleplayer].camera.player.ReadyWeapon && (players[consoleplayer].camera.player.ReadyWeapon is 'UTWeapon') )
|
if ( players[consoleplayer].camera.player && players[consoleplayer].camera.player.ReadyWeapon && (players[consoleplayer].camera.player.ReadyWeapon is 'UTWeapon') )
|
||||||
UTWeapon(players[consoleplayer].camera.player.ReadyWeapon).RenderOverlay(e);
|
UTWeapon(players[consoleplayer].camera.player.ReadyWeapon).RenderOverlay(e);
|
||||||
// ambient-glow shader tweaking
|
|
||||||
if ( !glowtcanvas ) glowtcanvas = TexMan.GetCanvas("AmbGlowT");
|
|
||||||
int fc = flak_ambglow;
|
|
||||||
glowtcanvas.Clear(0,0,4,4,(fc==2)?0xFF00FF00:(fc==1)?0xFF000000:0xFFFF0000);
|
|
||||||
bool deemershader = flak_deemershader;
|
bool deemershader = flak_deemershader;
|
||||||
if ( e.Camera is 'GuidedWarShell' )
|
if ( e.Camera is 'GuidedWarShell' )
|
||||||
{
|
{
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue