Modernize material shaders.

This commit is contained in:
Mari the Deer 2021-05-27 10:55:44 +02:00
commit 76019492ca
24 changed files with 183 additions and 123 deletions

View file

@ -10,75 +10,105 @@ HardwareShader Texture "models/Shell_Gold_Used.png"
Texture "masktex" "models/Shell_Gold_Used_mask.png"
Texture "envtex" "models/matcap/goldmap.png"
}
Brightmap Texture "models/SparksterAmmo.png"
{
map "models/SparksterAmmo_bright.png"
}
HardwareShader Texture "models/SparksterAmmo.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/SparksterAmmo_mask.png"
Texture "envtex" "models/matcap/dekamap.png"
Texture "brighttex" "models/SparksterAmmo_bright.png"
}
Brightmap Texture "models/Fabricator.png"
{
map "models/Fabricator_bright.png"
}
Brightmap Texture "models/Fabricator_Tier2.png"
{
map "models/Fabricator_bright.png"
}
Brightmap Texture "models/Fabricator_Tier3.png"
{
map "models/Fabricator_bright.png"
}
Brightmap Texture "models/Fabricator_Tier4.png"
{
map "models/Fabricator_bright.png"
}
HardwareShader Texture "models/Fabricator.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/Fabricator_mask.png"
Texture "envtex" "models/matcap/silvermap.png"
Texture "brighttex" "models/Fabricator_bright.png"
}
HardwareShader Texture "models/Fabricator_Tier2.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/Fabricator_mask.png"
Texture "envtex" "models/matcap/silvermap.png"
Texture "brighttex" "models/Fabricator_bright.png"
}
HardwareShader Texture "models/Fabricator_Tier3.png"
HardwareShader Texture "models/Fabricator.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/Fabricator_mask.png"
Texture "envtex" "models/matcap/silvermap.png"
Texture "brighttex" "models/Fabricator_bright.png"
}
HardwareShader Texture "models/Fabricator_Tier4.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/Fabricator_mask.png"
Texture "envtex" "models/matcap/goldmap.png"
Texture "brighttex" "models/Fabricator_bright.png"
}
Brightmap Texture "models/Embiggener.png"
{
map "models/Embiggener_bright.png"
}
Brightmap Texture "models/Embiggener_Tier2.png"
{
map "models/Embiggener_bright.png"
}
Brightmap Texture "models/Embiggener_Tier3.png"
{
map "models/Embiggener_bright.png"
}
Brightmap Texture "models/Embiggener_Tier4.png"
{
map "models/Embiggener_bright.png"
}
Brightmap Texture "models/Embiggener_Tier5.png"
{
map "models/Embiggener_bright.png"
}
HardwareShader Texture "models/Embiggener.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/Embiggener_mask.png"
Texture "envtex" "models/matcap/redmap.png"
Texture "brighttex" "models/Embiggener_bright.png"
}
HardwareShader Texture "models/Embiggener_Tier2.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/Embiggener_mask.png"
Texture "envtex" "models/matcap/greenmap.png"
Texture "brighttex" "models/Embiggener_bright.png"
}
HardwareShader Texture "models/Embiggener_Tier3.png"
HardwareShader Texture "models/Embiggener.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/Embiggener_mask.png"
Texture "envtex" "models/matcap/blumap.png"
Texture "brighttex" "models/Embiggener_bright.png"
}
HardwareShader Texture "models/Embiggener_Tier4.png"
HardwareShader Texture "models/Embiggener.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/Embiggener_mask.png"
Texture "envtex" "models/matcap/purpmap.png"
Texture "brighttex" "models/Embiggener_bright.png"
}
HardwareShader Texture "models/Embiggener_Tier5.png"
HardwareShader Texture "models/Embiggener.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/Embiggener_mask.png"
Texture "envtex" "models/matcap/glassmap.png"
Texture "brighttex" "models/Embiggener_bright.png"
}
PointLight GOLDSHELLLIGHT

View file

@ -10,12 +10,15 @@ HardwareShader Texture "models/PerfectlyGeneric.png"
{
Shader "shaders/glsl/PerfectlyGeneric.fp"
}
Brightmap Texture "models/Chancebox.png"
{
map "models/Chancebox_bright.png"
}
HardwareShader Texture "models/Chancebox.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/Chancebox_mask.png"
Texture "envtex" "models/matcap/silvermap.png"
Texture "brighttex" "models/Chancebox_bright.png"
}
PointLight CHANCELIGHT

View file

@ -1,58 +1,82 @@
Brightmap Texture "models/DoomRedKey.png"
{
map "models/DoomKey_bright.png"
}
Brightmap Texture "models/DoomYellowKey.png"
{
map "models/DoomKey_bright.png"
}
Brightmap Texture "models/DoomBlueKey.png"
{
map "models/DoomKey_bright.png"
}
Brightmap Texture "models/DoomGreenKey.png"
{
map "models/DoomKey_bright.png"
}
Brightmap Texture "models/DoomOrangeKey.png"
{
map "models/DoomKey_bright.png"
}
Brightmap Texture "models/DoomBlackKey.png"
{
map "models/DoomKey_bright.png"
}
Brightmap Texture "models/DoomWhiteKey.png"
{
map "models/DoomKey_bright.png"
}
Brightmap Texture "models/DoomSilverKey.png"
{
map "models/DoomKey_bright.png"
}
HardwareShader Texture "models/DoomRedKey.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/matcap/redmap.png"
Texture "brighttex" "models/DoomKey_bright.png"
}
HardwareShader Texture "models/DoomYellowKey.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/matcap/goldmap.png"
Texture "brighttex" "models/DoomKey_bright.png"
}
HardwareShader Texture "models/DoomBlueKey.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/matcap/blumap.png"
Texture "brighttex" "models/DoomKey_bright.png"
}
HardwareShader Texture "models/DoomGreenKey.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/matcap/greenmap.png"
Texture "brighttex" "models/DoomKey_bright.png"
}
HardwareShader Texture "models/DoomOrangeKey.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/matcap/goldmap.png"
Texture "brighttex" "models/DoomKey_bright.png"
}
HardwareShader Texture "models/DoomBlackKey.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/matcap/leadmap.png"
Texture "brighttex" "models/DoomKey_bright.png"
}
HardwareShader Texture "models/DoomWhiteKey.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/matcap/silvermap.png"
Texture "brighttex" "models/DoomKey_bright.png"
}
HardwareShader Texture "models/DoomSilverKey.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/matcap/silvermap.png"
Texture "brighttex" "models/DoomKey_bright.png"
}
Brightmap Texture "models/DoomKeyLight.png"
{
@ -63,26 +87,35 @@ HardwareShader Texture "models/DoomKeyLight3.png"
Shader "shaders/glsl/KeyBlink.fp"
}
Brightmap Texture "models/DoomRedSkull.png"
{
map "models/DoomSkull_bright.png"
}
Brightmap Texture "models/DoomBlueSkull.png"
{
map "models/DoomSkull_bright.png"
}
Brightmap Texture "models/DoomYellowSkull.png"
{
map "models/DoomSkull_bright.png"
}
HardwareShader Texture "models/DoomRedSkull.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/DoomSkull_mask.png"
Texture "envtex" "models/matcap/redmap.png"
Texture "brighttex" "models/DoomSkull_bright.png"
}
HardwareShader Texture "models/DoomBlueSkull.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/DoomSkull_mask.png"
Texture "envtex" "models/matcap/blumap.png"
Texture "brighttex" "models/DoomSkull_bright.png"
}
HardwareShader Texture "models/DoomYellowSkull.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/DoomSkull_mask.png"
Texture "envtex" "models/matcap/goldmap.png"
Texture "brighttex" "models/DoomSkull_bright.png"
}
pointlight SWWMREDKEY

View file

@ -1,37 +1,52 @@
Brightmap Texture "models/Nugget_Armor.png"
{
map "models/Nugget_mask.png"
}
Brightmap Texture "models/Nugget.png"
{
map "models/Nugget_mask.png"
}
Brightmap Texture "models/TetraHealth.png"
{
map "models/TetraHealth_mask.png"
}
Brightmap Texture "models/CubeHealth.png"
{
map "models/CubeHealth_mask.png"
}
Brightmap Texture "models/Refresher.png"
{
map "models/Refresher_mask.png"
}
HardwareShader Texture "models/Nugget_Armor.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/Nugget_mask.png"
Texture "envtex" "models/matcap/greenmap.png"
Texture "brighttex" "models/Nugget_mask.png"
}
HardwareShader Texture "models/Nugget.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/Nugget_mask.png"
Texture "envtex" "models/matcap/blumap.png"
Texture "brighttex" "models/Nugget_mask.png"
}
HardwareShader Texture "models/TetraHealth.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/TetraHealth_mask.png"
Texture "envtex" "models/matcap/blumap.png"
Texture "brighttex" "models/TetraHealth_mask.png"
}
HardwareShader Texture "models/CubeHealth.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/CubeHealth_mask.png"
Texture "envtex" "models/matcap/blumap.png"
Texture "brighttex" "models/CubeHealth_mask.png"
}
HardwareShader Texture "models/Refresher.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Shader "shaders/glsl/Shinemask.fp"
Texture "masktex" "models/Refresher_mask.png"
Texture "envtex" "models/matcap/purpmap.png"
Texture "brighttex" "models/Refresher_mask.png"
}
Brightmap Texture "models/GhostArtifact.png"
{

View file

@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r512 \cu(Wed 26 May 12:49:37 CEST 2021)\c-";
SWWM_SHORTVER="\cw0.9.11b-pre r512 \cu(2021-05-26 12:49:37)\c-";
SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r512 \cu(Thu 27 May 10:55:44 CEST 2021)\c-";
SWWM_SHORTVER="\cw0.9.11b-pre r512 \cu(2021-05-27 10:55:44)\c-";

View file

@ -1,6 +1,6 @@
// This should act as Bilinear filtering when texture filtering is disabled
vec4 ProcessTexel()
void SetupMaterial( inout Material mat )
{
vec2 size = textureSize(tex,0);
vec2 pxsize = vec2(1./size.x,1./size.y);
@ -13,5 +13,5 @@ vec4 ProcessTexel()
vec4 p1q1 = texture(tex,pos+vec2(pxsize.x,pxsize.y));
vec4 pInterp_q0 = mix(p0q0,p1q0,f.x);
vec4 pInterp_q1 = mix(p0q1,p1q1,f.x);
return mix(pInterp_q0,pInterp_q1,f.y);
mat.Base = mix(pInterp_q0,pInterp_q1,f.y);
}

View file

@ -26,7 +26,7 @@ float[](
3.
);
vec4 ProcessTexel()
void SetupMaterial( inout Material mat )
{
vec2 coord;
vec3 col = vec3(1.);
@ -35,5 +35,5 @@ vec4 ProcessTexel()
coord = floor(vTexCoord.st*vec2(640.,400.)/zoom[i]);
col *= layers[i]*2.0*abs(fract(rnd(coord)+timer*speed[i])-0.5);
}
return vec4(col,1.);
mat.Base = vec4(col,1.);
}

View file

@ -26,7 +26,7 @@ float[](
3.
);
vec4 ProcessTexel()
void SetupMaterial( inout Material mat )
{
vec2 coord;
vec3 col = vec3(1.);
@ -36,5 +36,5 @@ vec4 ProcessTexel()
col *= layers[i]*2.0*abs(fract(rnd(coord)+timer*speed[i])-0.5);
}
col += getTexel(vTexCoord.st).rgb;
return vec4(col,1.);
mat.Base = vec4(col,1.);
}

View file

@ -26,7 +26,7 @@ float[](
3.
);
vec4 ProcessTexel()
void SetupMaterial( inout Material mat )
{
vec2 coord;
vec3 col = vec3(1.);
@ -36,5 +36,5 @@ vec4 ProcessTexel()
col *= layers[i]*2.0*abs(fract(rnd(coord)+timer*speed[i])-0.5);
}
col += getTexel(vTexCoord.st).rgb;
return vec4(col,1.);
mat.Base = vec4(col,1.);
}

View file

@ -26,7 +26,7 @@ float[](
3.
);
vec4 ProcessTexel()
void SetupMaterial( inout Material mat )
{
vec2 coord;
vec3 col = vec3(1.);
@ -36,5 +36,5 @@ vec4 ProcessTexel()
col *= layers[i]*2.0*abs(fract(rnd(coord)+timer*speed[i])-0.5);
}
col += getTexel(vTexCoord.st).rgb;
return vec4(col,1.);
mat.Base = vec4(col,1.);
}

View file

@ -1,9 +1,9 @@
vec4 ProcessTexel()
void SetupMaterial( inout Material mat )
{
vec3 base = getTexel(vTexCoord.st).rgb;
vec2 scroll = vTexCoord.st*.5+vec2(.2,.5)*timer;
float smk = texture(smoketex,scroll).x;
scroll = vTexCoord.st*.9+vec2(-.2,.4)*timer;
smk *= texture(smoketex,scroll).x;
return vec4(base*smk,1.);
mat.Base = vec4(base*smk,1.);
}

View file

@ -1,13 +1,8 @@
vec4 ProcessLight( vec4 color )
{
if ( mod(timer*35.,20.) < 10. )
color.rgb = vec3(1.);
return color;
}
vec4 ProcessTexel()
void SetupMaterial( inout Material mat )
{
float mixfct = floor(mod(timer*35.,20.)/10.);
vec2 uv = vTexCoord.st*vec2(.5,1.);
if ( mod(timer*35.,20.) >= 10. ) uv.x += .5;
return getTexel(uv);
uv.x += mixfct*.5;
mat.Base = getTexel(uv);
mat.Bright = vec4(mix(vec3(1.),vec3(0.),mixfct),1.);
}

View file

@ -42,7 +42,7 @@ vec4 blacktoalpha( in vec4 src )
return dst;
}
vec4 ProcessTexel()
void SetupMaterial( inout Material mat )
{
// y'all ready for this multilayered madness?
vec2 uv = vTexCoord.st;
@ -88,6 +88,6 @@ vec4 ProcessTexel()
if ( (px.x <= 1) || (px.x >= (sz.x-1)) || (px.y <= 1) || (px.y >= (sz.y-1)) )
tmp2 = vec4(0.);
// ding, logo's done
return tmp2;
mat.Base = tmp2;
}

View file

@ -1,6 +1,6 @@
const float pi = 3.14159265358979323846;
vec4 ProcessTexel()
void SetupMaterial( inout Material mat )
{
vec2 p = 2.*(vTexCoord.st-.5);
float a = atan(p.y,p.x);
@ -42,5 +42,5 @@ vec4 ProcessTexel()
col += flr;
// debug: uncomment to show bumpmap
//col = vec3((nz.x+.5)*.5,(nz.y+.5)*.5,1.);
return vec4(col,1.);
mat.Base = vec4(col,1.);
}

View file

@ -1,6 +1,6 @@
const float pi = 3.14159265358979323846;
vec4 ProcessTexel()
void SetupMaterial( inout Material mat )
{
vec2 p = 2.*(vTexCoord.st-.5);
float a = atan(p.y,p.x);
@ -19,5 +19,5 @@ vec4 ProcessTexel()
vec3 col = getTexel(vTexCoord.st+(nz.xy*.1)).rgb;
// debug: uncomment to show bumpmap
//col = vec3((nz.x+.5)*.5,(nz.y+.5)*.5,1.);
return vec4(col,1.);
mat.Base = vec4(col,1.);
}

View file

@ -1,6 +1,6 @@
// This should act as a virtual NormalNx upscaler when using texture filtering
vec4 ProcessTexel()
void SetupMaterial( inout Material mat )
{
vec2 size = textureSize(tex,0);
vec2 pxsize = vec2(1./size.x,1./size.y);
@ -10,5 +10,5 @@ vec4 ProcessTexel()
float threshold = 0.; // this controls sharpness, kinda
coeff = (coeff-threshold)*1./(1.-2*threshold);
coeff = clamp(coeff,0.,1.);
return texture(tex,pos+pxsize*(coeff-fcoord));
mat.Base = texture(tex,pos+pxsize*(coeff-fcoord));
}

View file

@ -1,8 +1,8 @@
vec4 ProcessTexel()
void SetupMaterial( inout Material mat )
{
vec3 light = vec3(-.6,.7,.8);
vec4 col = getTexel(vTexCoord.st);
col.rgb *= max(dot(normalize(vEyeNormal.xyz),light),.25);
col.rgb += vec3(.2)*pow(max(dot(normalize(vEyeNormal.xyz),light),0.),4.);
return col;
mat.Base = col;
}

View file

@ -1,5 +1,5 @@
vec4 ProcessTexel()
void SetupMaterial( inout Material mat )
{
vec3 rnorm = normalize(vEyeNormal.xyz)*vec3(1,-1,1);
return getTexel(rnorm.xy*.49+.5);
mat.Base = getTexel(rnorm.xy*.49+.5);
}

View file

@ -1,9 +1,9 @@
vec4 ProcessTexel()
void SetupMaterial( inout Material mat )
{
vec3 rnorm = normalize(vEyeNormal.xyz)*vec3(1,-1,1);
vec4 basemap = getTexel(rnorm.xy*.49+.5);
basemap.rgb *= .25;
vec3 grad = texture(bartex,vec2(0.,vTexCoord.t*5.+timer)).rgb;
grad *= .25;
return basemap+vec4(grad,0.);
mat.Base = basemap+vec4(grad,0.);
}

View file

@ -1,11 +1,7 @@
vec4 ProcessLight( vec4 color )
{
float glow = .75+.25*sin(timer*8);
return vec4(vec3(glow),color.a);
}
vec4 ProcessTexel()
void SetupMaterial( inout Material mat )
{
vec3 rnorm = normalize(vEyeNormal.xyz)*vec3(1,-1,1);
return getTexel(rnorm.xy*.49+.5);
float glow = .75+.25*sin(timer*8);
mat.Base = getTexel(rnorm.xy*.49+.5);
mat.Bright = vec4(vec3(glow),1.);
}

View file

@ -1,7 +1,8 @@
vec4 ProcessTexel()
void SetupMaterial( inout Material mat )
{
vec4 base = getTexel(vTexCoord.st);
float mask = texture(masktex,vTexCoord.st).x;
vec3 rnorm = normalize(vEyeNormal.xyz)*vec3(1,-1,1);
return vec4(base.rgb+texture(envtex,rnorm.xy*.49+.5).rgb*mask,base.a);
mat.Base = vec4(base.rgb+texture(envtex,rnorm.xy*.49+.5).rgb*mask,base.a);
mat.Bright = texture(brighttexture,vTexCoord.st);
}

View file

@ -1,13 +0,0 @@
vec4 ProcessLight( vec4 color )
{
vec3 bright = texture(brighttex,vTexCoord.st).rgb;
return vec4(min(color.rgb+bright,1.),color.a);
}
vec4 ProcessTexel()
{
vec4 base = getTexel(vTexCoord.st);
float mask = texture(masktex,vTexCoord.st).x;
vec3 rnorm = normalize(vEyeNormal.xyz)*vec3(1,-1,1);
return vec4(base.rgb+texture(envtex,rnorm.xy*.49+.5).rgb*mask,base.a);
}

View file

@ -1,8 +1,8 @@
vec4 ProcessTexel()
void SetupMaterial( inout Material mat )
{
vec4 base = getTexel(vTexCoord.st);
base.r = .5+.5*sin(base.r*5.+10.8*timer);
base.g = .5+.5*sin(base.g*5.+11.6*timer);
base.b = .5+.5*sin(base.b*5.+12.1*timer);
return base;
mat.Base = base;
}

View file

@ -1,9 +1,9 @@
vec4 ProcessTexel()
void SetupMaterial( inout Material mat )
{
vec3 base = getTexel(vTexCoord.st).rgb;
vec2 scroll = vTexCoord.st*.5+vec2(.03,2.5)*timer;
float smk = texture(smoketex,scroll).x;
scroll = vTexCoord.st*.9+vec2(-.03,2.4)*timer;
smk *= texture(smoketex,scroll).x;
return vec4(base*smk,1.);
mat.Base = vec4(base*smk,1.);
}