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.
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parent
81ffca403d
commit
602a89cc68
1761 changed files with 4461 additions and 1597 deletions
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@ -1,11 +1,26 @@
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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 = 0.25+0.2*sin(timer*8);
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return vec4(min(color.rgb+vec3(glow),1.0),color.a);
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}
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vec4 ProcessTexel()
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{
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vec2 gs = texture(ambglow,vec2(.5)).xy;
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if ( gs.x > .5 ) getTexel(vTexCoord.st);
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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(vTexCoord.st);
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return vec4(min(col.rgb+vec3(glow),1.),col.a);
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}
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return getTexel(vTexCoord.st);
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}
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@ -3,11 +3,26 @@
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vec4 ProcessLight( vec4 color )
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{
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float bright = texture(brighttex,vTexCoord.st).x;
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vec2 gs = texture(ambglow,vec2(.5)).xy;
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if ( gs.x > .5 ) return vec4(min(color.rgb+vec3(bright),1.0),color.a);
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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(bright)+vec3(glow),1.),color.a);
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}
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float glow = 0.25+0.2*sin(timer*8);
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return vec4(min(color.rgb+vec3(bright)+vec3(glow),1.0),color.a);
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}
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vec4 ProcessTexel()
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{
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vec2 gs = texture(ambglow,vec2(.5)).xy;
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if ( gs.x > .5 ) getTexel(vTexCoord.st);
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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(vTexCoord.st);
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return vec4(min(col.rgb+vec3(glow),1.),col.a);
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}
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return getTexel(vTexCoord.st);
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}
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6
shaders/glsl/AmmoLed.fp
Normal file
6
shaders/glsl/AmmoLed.fp
Normal file
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@ -0,0 +1,6 @@
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void SetupMaterial( inout Material mat )
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{
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mat.Base = texture(scrtex,vec2(vTexCoord.s,1.-vTexCoord.t));
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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mat.Bright = vec4(1.);
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}
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@ -1,6 +1,13 @@
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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 = 0.25+0.2*sin(timer*8);
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return vec4(min(color.rgb+vec3(glow),1.0),color.a);
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}
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@ -10,5 +17,13 @@ vec4 ProcessTexel()
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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*0.5+0.5);
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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*0.5+0.5);
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}
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