diff --git a/gldefs.pp b/gldefs.pp index f85b56af3..2f67773de 100644 --- a/gldefs.pp +++ b/gldefs.pp @@ -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" diff --git a/language.version b/language.version index 93382202c..34f69baf9 100644 --- a/language.version +++ b/language.version @@ -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)"; diff --git a/modeldef.misc b/modeldef.misc index 1e4c07ed0..26b2ecc10 100644 --- a/modeldef.misc +++ b/modeldef.misc @@ -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 +} diff --git a/shaders/glsl/Shinemap.fp b/shaders/glsl/Shinemap.fp index d9e906159..30d7b5ebf 100644 --- a/shaders/glsl/Shinemap.fp +++ b/shaders/glsl/Shinemap.fp @@ -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); } diff --git a/shaders/glsl/Shinemap_barrier.fp b/shaders/glsl/Shinemap_barrier.fp index 65558931e..e2566fd90 100644 --- a/shaders/glsl/Shinemap_barrier.fp +++ b/shaders/glsl/Shinemap_barrier.fp @@ -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; diff --git a/shaders/glsl/Shinemap_error.fp b/shaders/glsl/Shinemap_error.fp index 6bf4ccafd..c2d62a523 100644 --- a/shaders/glsl/Shinemap_error.fp +++ b/shaders/glsl/Shinemap_error.fp @@ -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); } diff --git a/shaders/glsl/Shinemask.fp b/shaders/glsl/Shinemask.fp index a997e877f..b767b6045 100644 --- a/shaders/glsl/Shinemask.fp +++ b/shaders/glsl/Shinemask.fp @@ -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); } diff --git a/shaders/glsl/Shinemask_bright.fp b/shaders/glsl/Shinemask_bright.fp index 46785c872..ecccb2978 100644 --- a/shaders/glsl/Shinemask_bright.fp +++ b/shaders/glsl/Shinemask_bright.fp @@ -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); } diff --git a/shaders/glsl/Barrier.fp b/shaders/pp/Barrier.fp similarity index 100% rename from shaders/glsl/Barrier.fp rename to shaders/pp/Barrier.fp diff --git a/shaders/glsl/Ghostscreen.fp b/shaders/pp/Ghostscreen.fp similarity index 100% rename from shaders/glsl/Ghostscreen.fp rename to shaders/pp/Ghostscreen.fp diff --git a/shaders/glsl/Glitch.fp b/shaders/pp/Glitch.fp similarity index 100% rename from shaders/glsl/Glitch.fp rename to shaders/pp/Glitch.fp diff --git a/shaders/glsl/Grain.fp b/shaders/pp/Grain.fp similarity index 100% rename from shaders/glsl/Grain.fp rename to shaders/pp/Grain.fp diff --git a/shaders/glsl/Invinciscreen.fp b/shaders/pp/Invinciscreen.fp similarity index 100% rename from shaders/glsl/Invinciscreen.fp rename to shaders/pp/Invinciscreen.fp diff --git a/shaders/glsl/LavaWarp.fp b/shaders/pp/LavaWarp.fp similarity index 100% rename from shaders/glsl/LavaWarp.fp rename to shaders/pp/LavaWarp.fp diff --git a/shaders/glsl/Ragescreen.fp b/shaders/pp/Ragescreen.fp similarity index 100% rename from shaders/glsl/Ragescreen.fp rename to shaders/pp/Ragescreen.fp diff --git a/shaders/glsl/SilverScope.fp b/shaders/pp/SilverScope.fp similarity index 100% rename from shaders/glsl/SilverScope.fp rename to shaders/pp/SilverScope.fp diff --git a/shaders/glsl/SlimeWarp.fp b/shaders/pp/SlimeWarp.fp similarity index 100% rename from shaders/glsl/SlimeWarp.fp rename to shaders/pp/SlimeWarp.fp diff --git a/shaders/glsl/WaterWarp.fp b/shaders/pp/WaterWarp.fp similarity index 100% rename from shaders/glsl/WaterWarp.fp rename to shaders/pp/WaterWarp.fp diff --git a/shaders/glsl/ZoomBlur.fp b/shaders/pp/ZoomBlur.fp similarity index 100% rename from shaders/glsl/ZoomBlur.fp rename to shaders/pp/ZoomBlur.fp diff --git a/zscript/swwm_utility.zsc b/zscript/swwm_utility.zsc index 729f82d57..fb9ea949c 100644 --- a/zscript/swwm_utility.zsc +++ b/zscript/swwm_utility.zsc @@ -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; + } +}