1.2 update w/ GZDoom 4.9 features:

- Changeable player skins.
 - Ammo LEDs are now 1:1 with UT by using canvas textures.
 - Integrate some add-ons, including reskins.
 - Various fixes (some backported from Demolitionist).
 - Migrated from libeye to Gutamatics.
This commit is contained in:
Marisa the Magician 2022-11-05 23:59:16 +01:00
commit 602a89cc68
1761 changed files with 4461 additions and 1597 deletions

View file

@ -1,11 +1,26 @@
// 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 = 0.25+0.2*sin(timer*8);
return vec4(min(color.rgb+vec3(glow),1.0),color.a);
}
vec4 ProcessTexel()
{
vec2 gs = texture(ambglow,vec2(.5)).xy;
if ( gs.x > .5 ) getTexel(vTexCoord.st);
if ( gs.y > .5 )
{
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);
}

View file

@ -3,11 +3,26 @@
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),1.0),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 = 0.25+0.2*sin(timer*8);
return vec4(min(color.rgb+vec3(bright)+vec3(glow),1.0),color.a);
}
vec4 ProcessTexel()
{
vec2 gs = texture(ambglow,vec2(.5)).xy;
if ( gs.x > .5 ) getTexel(vTexCoord.st);
if ( gs.y > .5 )
{
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);
}

6
shaders/glsl/AmmoLed.fp Normal file
View file

@ -0,0 +1,6 @@
void SetupMaterial( inout Material mat )
{
mat.Base = texture(scrtex,vec2(vTexCoord.s,1.-vTexCoord.t));
mat.Normal = ApplyNormalMap(vTexCoord.st);
mat.Bright = vec4(1.);
}

View file

@ -1,6 +1,13 @@
// 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 = 0.25+0.2*sin(timer*8);
return vec4(min(color.rgb+vec3(glow),1.0),color.a);
}
@ -10,5 +17,13 @@ vec4 ProcessTexel()
{
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
vec2 gs = texture(ambglow,vec2(.5)).xy;
if ( gs.x > .5 ) getTexel(norm.xz*0.5+0.5);
if ( gs.y > .5 )
{
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*0.5+0.5);
}