diff --git a/gldefs/misc.txt b/gldefs/misc.txt index abc24fb23..3d5e9d900 100644 --- a/gldefs/misc.txt +++ b/gldefs/misc.txt @@ -246,127 +246,11 @@ Material Texture "graphics/NewLogo.png" Shader "shaders/glsl/NewLogoAnimated.fp" // what no 2d arrays does to a mf Texture "Layer1" "graphics/NewLogo_Layer1.png" - { - filter linear - } Texture "Layer2" "graphics/NewLogo_Layer2.png" - { - filter linear - } Texture "Layer3" "graphics/NewLogo_Layer3.png" - { - filter linear - } Texture "gradtex" "graphics/NewLogo_Grad.png" - { - filter linear - } Texture "fadetex" "LOGOFADE" } -Material Texture "graphics/NewLogo_Letter0.png" -{ - Shader "shaders/glsl/TexFilterHack.fp" - Texture "retex" "graphics/NewLogo_Letter0.png" - { - filter linear - } -} -Material Texture "graphics/NewLogo_Letter1.png" -{ - Shader "shaders/glsl/TexFilterHack.fp" - Texture "retex" "graphics/NewLogo_Letter1.png" - { - filter linear - } -} -Material Texture "graphics/NewLogo_Letter2.png" -{ - Shader "shaders/glsl/TexFilterHack.fp" - Texture "retex" "graphics/NewLogo_Letter2.png" - { - filter linear - } -} -Material Texture "graphics/NewLogo_Letter3.png" -{ - Shader "shaders/glsl/TexFilterHack.fp" - Texture "retex" "graphics/NewLogo_Letter3.png" - { - filter linear - } -} -Material Texture "graphics/NewLogo_Letter4.png" -{ - Shader "shaders/glsl/TexFilterHack.fp" - Texture "retex" "graphics/NewLogo_Letter4.png" - { - filter linear - } -} -Material Texture "graphics/NewLogo_Letter5.png" -{ - Shader "shaders/glsl/TexFilterHack.fp" - Texture "retex" "graphics/NewLogo_Letter5.png" - { - filter linear - } -} -Material Texture "graphics/NewLogo_Letter6.png" -{ - Shader "shaders/glsl/TexFilterHack.fp" - Texture "retex" "graphics/NewLogo_Letter6.png" - { - filter linear - } -} -Material Texture "graphics/NewLogo_Letter7.png" -{ - Shader "shaders/glsl/TexFilterHack.fp" - Texture "retex" "graphics/NewLogo_Letter7.png" - { - filter linear - } -} -Material Texture "graphics/NewLogo_Letter8.png" -{ - Shader "shaders/glsl/TexFilterHack.fp" - Texture "retex" "graphics/NewLogo_Letter8.png" - { - filter linear - } -} -Material Texture "graphics/NewLogo_Letter9.png" -{ - Shader "shaders/glsl/TexFilterHack.fp" - Texture "retex" "graphics/NewLogo_Letter9.png" - { - filter linear - } -} -Material Texture "graphics/NewLogo_Letter10.png" -{ - Shader "shaders/glsl/TexFilterHack.fp" - Texture "retex" "graphics/NewLogo_Letter10.png" - { - filter linear - } -} -Material Texture "graphics/NewLogo_Letter11.png" -{ - Shader "shaders/glsl/TexFilterHack.fp" - Texture "retex" "graphics/NewLogo_Letter11.png" - { - filter linear - } -} -Material Texture "graphics/NewLogo_Letter12.png" -{ - Shader "shaders/glsl/TexFilterHack.fp" - Texture "retex" "graphics/NewLogo_Letter12.png" - { - filter linear - } -} Material Texture "graphics/M_DEMOLITIONIST.png" { Shader "shaders/glsl/TexFilterHack.fp" diff --git a/language.version b/language.version index 522f376bd..6a9529a97 100644 --- a/language.version +++ b/language.version @@ -1,3 +1,3 @@ [default] -SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1178 \cu(jue 06 feb 2025 20:13:35 CET)\c-"; -SWWM_SHORTVER="\cw1.3pre r1178 \cu(2025-02-06 20:13:35)\c-"; +SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1179 \cu(dom 09 feb 2025 16:17:53 CET)\c-"; +SWWM_SHORTVER="\cw1.3pre r1179 \cu(2025-02-09 16:17:53)\c-"; diff --git a/shaders/glsl/Envmap.fp b/shaders/glsl/Envmap.fp index fd0c39313..13dd0911c 100644 --- a/shaders/glsl/Envmap.fp +++ b/shaders/glsl/Envmap.fp @@ -29,15 +29,9 @@ void SetupMaterial( inout Material mat ) envcol = (envcol+grad)*.25; #endif mat.Base = vec4(envcol,1.); - mat.Normal = ApplyNormalMap(vTexCoord.st); -} - -vec4 ProcessLight( Material mat, vec4 color ) -{ #ifdef AMBIENT_GLOW float glow = .75+.25*sin(timer*8.); - return vec4(vec3(glow),color.a); -#else - return color; + mat.Glow = vec4(vec3(glow),1.); #endif + mat.Normal = ApplyNormalMap(vTexCoord.st); } diff --git a/shaders/glsl/NewLogoAnimated.fp b/shaders/glsl/NewLogoAnimated.fp index c385b5353..9e121d669 100644 --- a/shaders/glsl/NewLogoAnimated.fp +++ b/shaders/glsl/NewLogoAnimated.fp @@ -41,40 +41,37 @@ vec3 GradientMap( in vec3 color ) { float gray = dot(color,vec3(.333333)); vec2 pos = vec2(gray/2.+.25,0.); - return textureLod(gradtex,pos,0.).rgb; + return texture(gradtex,pos,0.).rgb; } void SetupMaterial( inout Material mat ) { - // store these to save some time - vec2 size = vec2(textureSize(Layer1,0)); - vec2 pxsize = 1./size; // y'all ready for this multilayered madness? vec2 uv = vTexCoord.st; // base blank layer vec4 base = vec4(1.); // first layer, warp then multiply red - base.rgb *= textureLod(Layer1,warpcoord(uv),0.).x; + base.rgb *= texture(Layer1,warpcoord(uv)).x; // first layer, multiply green - base.rgb *= textureLod(Layer1,uv,0.).y; + base.rgb *= texture(Layer1,uv).y; // first layer, add blue - base.rgb += textureLod(Layer1,uv,0.).zzz; + base.rgb += texture(Layer1,uv).zzz; // multiply by red fade - base.rgb *= textureLod(fadetex,vec2(.5),0.).x; + base.rgb *= texture(fadetex,vec2(.5)).x; // gradient map result base.rgb = GradientMap(base.rgb); // color to alpha base = blacktoalpha(base); // second layer, alpha blend - vec4 tmp = textureLod(Layer2,uv,0.); + vec4 tmp = texture(Layer2,uv); vec4 tmp2; tmp2.a = tmp.a+base.a*(1.-tmp.a); tmp2.rgb = (tmp.rgb*tmp.a+base.rgb*base.a*(1.-tmp.a))/tmp2.a; base = tmp2; // third layer, hard light with two multiplied masks - tmp.xy = textureLod(Layer3,uv,0.).xy; - tmp.z = textureLod(fadetex,vec2(.5),0.).y; - tmp.y *= textureLod(Layer3,clamp(uv+vec2(1.-tmp.z*2.,0.),vec2(0.),vec2(1.)),0.).z; + tmp.xy = texture(Layer3,uv).xy; + tmp.z = texture(fadetex,vec2(.5)).y; + tmp.y *= texture(Layer3,clamp(uv+vec2(1.-tmp.z*2.,0.),vec2(0.),vec2(1.))).z; tmp2.r = hardlight(base.r,tmp.x); tmp2.g = hardlight(base.g,tmp.x); tmp2.b = hardlight(base.b,tmp.x); diff --git a/shaders/glsl/PerfectlyGeneric.fp b/shaders/glsl/PerfectlyGeneric.fp index 93ec3c49f..a06f80a8e 100644 --- a/shaders/glsl/PerfectlyGeneric.fp +++ b/shaders/glsl/PerfectlyGeneric.fp @@ -3,16 +3,13 @@ void SetupMaterial( inout Material mat ) { mat.Base = getTexel(vTexCoord.st); - mat.Normal = ApplyNormalMap(vTexCoord.st); -} - -vec4 ProcessLight( Material mat, vec4 color ) -{ + float mixfct = mix(1.,.5,floor(abs(vTexCoord.s-.5)*2.133333)); + mixfct = mix(mixfct,.5,floor(abs(vTexCoord.t-.5)*2.13333)); + mat.Base.rgb *= mixfct; vec3 light = vec3(-.6,.7,.8); float val = max(dot(normalize(vEyeNormal.xyz),light),.25); val += .2*pow(max(dot(normalize(vEyeNormal.xyz),light),0.),4.); - float mixfct = mix(1.,.5,floor(abs(vTexCoord.s-.5)*2.133333)); - mixfct = mix(mixfct,.5,floor(abs(vTexCoord.t-.5)*2.13333)); - val *= mixfct; - return vec4(vec3(val),color.a); + mat.Base.rgb *= val; + mat.Bright = vec4(1.); + mat.Normal = ApplyNormalMap(vTexCoord.st); }