flak_m/shaders/glsl/AmbientGlow_Brightmapped.fp
Marisa Kirisame d763744234 Add option to give Redeemer lowest selection priority so it's not autoselected when out of ammo on other weapons (enabled by default).
Switch ambientglow+brightmap shader to actually use brightmap textures directly. This bumps the version requirement to 3.5.0 and makes it sorta-possible to play with software rendering without seeing "invisible pickup models".
Re-ran all textures through optipng.
All add-ons have been updated accordingly.
2018-08-13 15:54:45 +02:00

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467 B
GLSL

// 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 = texture(brighttex,vTexCoord.st).x;
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 getTexel(vTexCoord.st);
}