1.3.1 update. compatibility w/ newer versions of source ports.
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66fdfe4197
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23 changed files with 69 additions and 140 deletions
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@ -1,32 +1,16 @@
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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 = .25+.2*sin(timer*8.);
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return vec4(min(color.rgb+vec3(glow),1.),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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// +
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// imitation of the Unreal Engine 1.x ambient glow effect
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// with the addition of a mask for blending the environment map with the base texture
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vec4 ProcessTexel()
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void SetupMaterial( inout Material mat )
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{
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vec4 base = getTexel(vTexCoord.st);
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float mask = texture(masktex,vTexCoord.st).x;
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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 ) return vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.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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vec3 col = base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask;
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return vec4(min(col+vec3(glow),1.),base.a);
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}
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return vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a);
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mat.Base = vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a);
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float glow = .25+.2*sin(timer*8.);
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mat.Bright = vec4(vec3(glow),1.);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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