A couple more things, including an ambient glow shader effect, some more item replacements, and menu options.
Damage Amplifier has been implemented. Armor items are being worked on. Powerups will come later, then I'll continue doing more weapons.
This commit is contained in:
parent
bcab8e79ae
commit
5248ac8fd6
108 changed files with 920 additions and 175 deletions
12
shaders/glsl/AmbientGlow.fp
Normal file
12
shaders/glsl/AmbientGlow.fp
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off
|
||||
#define PI 3.14159265
|
||||
vec4 ProcessLight( vec4 color )
|
||||
{
|
||||
float glow = (1.0+sin(timer*2*PI))*0.25;
|
||||
return vec4(min(color.rgb+vec3(glow),1.0),color.a);
|
||||
}
|
||||
|
||||
vec4 ProcessTexel()
|
||||
{
|
||||
return getTexel(vTexCoord.st);
|
||||
}
|
||||
15
shaders/glsl/AmbientGlow_Brightmapped.fp
Normal file
15
shaders/glsl/AmbientGlow_Brightmapped.fp
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off
|
||||
// combining with brightmaps requires the brightmap to be embedded into the
|
||||
// alpha channel of the diffuse texture
|
||||
#define PI 3.14159265
|
||||
vec4 ProcessLight( vec4 color )
|
||||
{
|
||||
float bright = getTexel(vTexCoord.st).a;
|
||||
float glow = (1.0+sin(timer*2*PI))*0.25;
|
||||
return vec4(min(color.rgb+vec3(bright)+vec3(glow),1.0),color.a);
|
||||
}
|
||||
|
||||
vec4 ProcessTexel()
|
||||
{
|
||||
return vec4(getTexel(vTexCoord.st).rgb,1.0);
|
||||
}
|
||||
|
|
@ -1,7 +1,7 @@
|
|||
// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
|
||||
vec4 Process( vec4 color )
|
||||
vec4 ProcessTexel()
|
||||
{
|
||||
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
|
||||
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
|
||||
return getTexel(norm.xz*0.5)*color;
|
||||
return getTexel(norm.xz*0.5);
|
||||
}
|
||||
|
|
|
|||
15
shaders/glsl/MeshEnviroMap_AmbientGlow.fp
Normal file
15
shaders/glsl/MeshEnviroMap_AmbientGlow.fp
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off
|
||||
#define PI 3.14159265
|
||||
vec4 ProcessLight( vec4 color )
|
||||
{
|
||||
float glow = (1.0+sin(timer*4*PI))*0.25;
|
||||
return vec4(min(color.rgb+vec3(glow),1.0),color.a);
|
||||
}
|
||||
|
||||
// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
|
||||
vec4 ProcessTexel()
|
||||
{
|
||||
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
|
||||
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
|
||||
return getTexel(norm.xz*0.5);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue