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12
shaders/glsl/AmbientGlow.fp
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12
shaders/glsl/AmbientGlow.fp
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// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off
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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 glow = (1.0+sin(timer*2*PI))*0.25;
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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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return getTexel(vTexCoord.st);
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}
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15
shaders/glsl/AmbientGlow_Brightmapped.fp
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15
shaders/glsl/AmbientGlow_Brightmapped.fp
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// 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 = getTexel(vTexCoord.st).a;
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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 vec4(getTexel(vTexCoord.st).rgb,1.0);
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}
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7
shaders/glsl/MeshEnviroMap.fp
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7
shaders/glsl/MeshEnviroMap.fp
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// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
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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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return getTexel(norm.xz*0.5);
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}
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15
shaders/glsl/MeshEnviroMap_AmbientGlow.fp
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15
shaders/glsl/MeshEnviroMap_AmbientGlow.fp
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// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off
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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 glow = (1.0+sin(timer*4*PI))*0.25;
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return vec4(min(color.rgb+vec3(glow),1.0),color.a);
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}
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// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
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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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return getTexel(norm.xz*0.5);
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}
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