Replaced some incorrect instances of clip with magazine.
Add SMP 7243 from Oldskool to the BFG pool (toggleable). Random fixarounds. Spent mag models for the pistols, will be used (and backported to DT) soon.
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31 changed files with 672 additions and 31 deletions
9
shaders/glsl/MeshEnviroMapMasked.fp
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9
shaders/glsl/MeshEnviroMapMasked.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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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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return vec4(base.rgb+texture(envtex,norm.xz*0.5).rgb*mask,base.a);
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}
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17
shaders/glsl/MeshEnviroMapMasked_AmbientGlow.fp
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shaders/glsl/MeshEnviroMapMasked_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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// 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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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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return vec4(base.rgb+texture(envtex,norm.xz*0.5).rgb*mask,base.a);
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}
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