Fix shinemap shader UV flip.

Add shinemap debug sphere actor (to see them in action).
Move pp shaders to separate folder, akin to GZDoom's own layout.
This commit is contained in:
Mari the Deer 2020-11-01 14:13:08 +01:00
commit 9d03a86725
20 changed files with 92 additions and 17 deletions

View file

@ -1,7 +1,7 @@
HardwareShader PostProcess beforebloom
{
Name "WaterWarp"
Shader "shaders/glsl/WaterWarp.fp" 330
Shader "shaders/pp/WaterWarp.fp" 330
Texture warptex "textures/warptex.png"
Texture fluidtex "textures/wetwarp.png"
Uniform float dfact
@ -11,7 +11,7 @@ HardwareShader PostProcess beforebloom
HardwareShader PostProcess beforebloom
{
Name "LavaWarp"
Shader "shaders/glsl/LavaWarp.fp" 330
Shader "shaders/pp/LavaWarp.fp" 330
Texture warptex "textures/warptex.png"
Texture fluidtex "textures/lavawarp.png"
Uniform float dfact
@ -21,7 +21,7 @@ HardwareShader PostProcess beforebloom
HardwareShader PostProcess beforebloom
{
Name "SlimeWarp"
Shader "shaders/glsl/SlimeWarp.fp" 330
Shader "shaders/pp/SlimeWarp.fp" 330
Texture warptex "textures/warptex.png"
Texture fluidtex "textures/slimewarp.png"
Uniform float dfact
@ -31,7 +31,7 @@ HardwareShader PostProcess beforebloom
HardwareShader PostProcess beforebloom
{
Name "ZoomBlur"
Shader "shaders/glsl/ZoomBlur.fp" 330
Shader "shaders/pp/ZoomBlur.fp" 330
Uniform float Str
Uniform float Fade
Uniform vec2 CenterSpot
@ -39,31 +39,31 @@ HardwareShader PostProcess beforebloom
HardwareShader PostProcess beforebloom
{
Name "SilverScope"
Shader "shaders/glsl/SilverScope.fp" 330
Shader "shaders/pp/SilverScope.fp" 330
}
HardwareShader PostProcess beforebloom
{
Name "BarrierShader"
Shader "shaders/glsl/Barrier.fp" 330
Shader "shaders/pp/Barrier.fp" 330
Texture WarpTex "textures/heattex.png"
Uniform float timer
}
HardwareShader PostProcess beforebloom
{
Name "GhostShader"
Shader "shaders/glsl/Ghostscreen.fp" 330
Shader "shaders/pp/Ghostscreen.fp" 330
}
HardwareShader PostProcess scene
{
Name "InvinciShader"
Shader "shaders/glsl/Invinciscreen.fp" 330
Shader "shaders/pp/Invinciscreen.fp" 330
Uniform float str
}
HardwareShader PostProcess scene
{
Name "RagekitShader"
Shader "shaders/glsl/Ragescreen.fp" 330
Shader "shaders/pp/Ragescreen.fp" 330
Texture WarpTex "textures/ragewarp.png"
Texture NoiseTex "textures/graynoise.png"
Uniform float timer
@ -73,7 +73,7 @@ HardwareShader PostProcess scene
HardwareShader PostProcess scene
{
Name "Glitch"
Shader "shaders/glsl/Glitch.fp" 330
Shader "shaders/pp/Glitch.fp" 330
Uniform float Timer
Uniform float str1
Uniform float str2
@ -81,7 +81,7 @@ HardwareShader PostProcess scene
HardwareShader PostProcess scene
{
Name "Grain"
Shader "shaders/glsl/Grain.fp" 330
Shader "shaders/pp/Grain.fp" 330
Uniform float Timer
Uniform float ni
Texture NoiseTexture "textures/rgbnoise.png"

View file

@ -1,2 +1,2 @@
[default]
SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r589 \cu(Sat 31 Oct 18:18:32 CET 2020)";
SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r590 \cu(Sun 1 Nov 14:13:08 CET 2020)";

View file

@ -151,3 +151,41 @@ Model "SWWMShadow"
FrameIndex XZW1 A 0 0
}
Model "ShinemapDebugSphere"
{
Path "models"
Model 0 "extra/UnitSphere.obj"
Scale 16.0 16.0 16.0
ZOffset 32
DONTCULLBACKFACES
Skin 0 "barriermap.png"
FrameIndex XZW1 A 0 0
Skin 0 "blumap.png"
FrameIndex XZW1 B 0 0
Skin 0 "darkmap.png"
FrameIndex XZW1 C 0 0
Skin 0 "errormap.png"
FrameIndex XZW1 D 0 0
Skin 0 "glassmap.png"
FrameIndex XZW1 E 0 0
Skin 0 "goldmap.png"
FrameIndex XZW1 F 0 0
Skin 0 "greenmap.png"
FrameIndex XZW1 G 0 0
Skin 0 "invincimap.png"
FrameIndex XZW1 H 0 0
Skin 0 "leadmap.png"
FrameIndex XZW1 I 0 0
Skin 0 "pinkmap.png"
FrameIndex XZW1 J 0 0
Skin 0 "purpmap.png"
FrameIndex XZW1 K 0 0
Skin 0 "ragemap.png"
FrameIndex XZW1 L 0 0
Skin 0 "redmap.png"
FrameIndex XZW1 M 0 0
Skin 0 "silvermap.png"
FrameIndex XZW1 N 0 0
}

View file

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

View file

@ -1,6 +1,6 @@
vec4 ProcessTexel()
{
vec3 rnorm = normalize(vEyeNormal.xyz)*(1,-1,1);
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;

View file

@ -6,6 +6,6 @@ vec4 ProcessLight( vec4 color )
vec4 ProcessTexel()
{
vec3 rnorm = normalize(vEyeNormal.xyz)*(1,-1,1);
vec3 rnorm = normalize(vEyeNormal.xyz)*vec3(1,-1,1);
return getTexel(rnorm.xy*.49+.5);
}

View file

@ -2,6 +2,6 @@ vec4 ProcessTexel()
{
vec4 base = getTexel(vTexCoord.st);
float mask = texture(masktex,vTexCoord.st).x;
vec3 rnorm = normalize(vEyeNormal.xyz)*(1,-1,1);
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

@ -8,6 +8,6 @@ vec4 ProcessTexel()
{
vec4 base = getTexel(vTexCoord.st);
float mask = texture(masktex,vTexCoord.st).x;
vec3 rnorm = normalize(vEyeNormal.xyz)*(1,-1,1);
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

@ -892,3 +892,40 @@ Class RadiusDebugSphere : Actor
Wait;
}
}
Class ShinemapDebugSphere : Actor
{
override bool Used( Actor user )
{
if ( CurState.NextState )
SetState(CurState.NextState);
else SetState(SpawnState);
return true;
}
override void Tick() {}
Default
{
RenderStyle "Add";
Radius 16;
Height 48;
}
States
{
Spawn:
XZW1 A -1 Bright NoDelay A_SetRenderStyle(1.,STYLE_Add);
XZW1 B -1 A_SetRenderStyle(1.,STYLE_Normal);
XZW1 C -1 Bright A_SetRenderStyle(1.,STYLE_Add);
XZW1 D -1 Bright A_SetRenderStyle(1.,STYLE_Normal);
XZW1 E -1 A_SetRenderStyle(1.,STYLE_Add);
XZW1 F -1 A_SetRenderStyle(1.,STYLE_Normal);
XZW1 G -1 A_SetRenderStyle(1.,STYLE_Normal);
XZW1 H -1 A_SetRenderStyle(1.,STYLE_Normal);
XZW1 I -1 A_SetRenderStyle(1.,STYLE_Normal);
XZW1 J -1 A_SetRenderStyle(1.,STYLE_Normal);
XZW1 K -1 A_SetRenderStyle(1.,STYLE_Normal);
XZW1 L -1 A_SetRenderStyle(1.,STYLE_Normal);
XZW1 M -1 A_SetRenderStyle(1.,STYLE_Normal);
XZW1 N -1 A_SetRenderStyle(1.,STYLE_Normal);
Loop;
}
}