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.
15 lines
467 B
GLSL
15 lines
467 B
GLSL
// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off
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// combining with brightmaps requires the brightmap to be embedded into the
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// alpha channel of the diffuse texture
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#define PI 3.14159265
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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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float glow = (1.0+sin(timer*2*PI))*0.25;
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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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return getTexel(vTexCoord.st);
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}
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