swwmgz_m/gldefs.pp
Marisa Kirisame eb2ee7b29f Push to master all the current WIP stuff in 0.9.11b:
- Reduce number of collectibles (some might come back in the future).
 - Merge both DLC weaponsets into one, removing redundant weapons.
 - Readjust prices of some items.
 - Initial work on collectibles (currently Frispy Corn is done).
 - Added bigfont for main menu, based on Source Han Sans.
 - Reduced default HUD margin to 10.
 - Added blob shadows.
 - Added precise crosshair drawing.
 - Tweaked decals, imported more stuff from UT.
 - Swapped the Ynykron impact decal for something better.
 - Fixes to slope alignment code.
 - Implemented headpats for MBF Helper Dogs and Cacodemons.
 - Implemented partial HDoom support, with love and headpats.
 - Fix various string functions breaking on unicode.
 - Added cracktro-style text scroll to Titlemap.
 - Fixed handling of healthbars for friendly monsters.
 - Workaround for maps that use the old author name hack (" - by: " separator).
 - Fixed Silver Bullet not autoswitching on first pickup.
 - Fixed misalignment of Silver Bullet zoomed aim.
 - Silver Bullet is unchambered on first pickup, consistent with Candygun.
 - Adjusted collision sizes of all items across the board.
 - Implemented "Use To Pickup" to work around any issues introduced by the previous change.
 - Swapped CHANF_LOOPING for CHANF_LOOP in many cases, this was a typo.
 - Tweaked Biospark arc lengths, for balance and higher performance.
 - Fix misaligned fire offsets of some weapons (most noticeable on Wallbuster).
 - Prettified the loading disclaimers for BD and HDoom.
 - Add pickup flash to all items.
 - Add custom key models for Doom and Heretic.
 - Fix blown kisses giving you "need key" messages.
 - Fix worn armor and embiggeners not being removed on scripted inventory resets.
 - Remove all references to the no longer planned Radio.
 - Workaround for gzdoom devbuild quirk where MenuSound changed its argument type.
 - Added timezone to fake clock.
 - Fix some times and dates in said clock.
 - SWWM blood now also hits ceilings.
 - Added default properties to DLC ammo and weapon stubs.
 - Lore entries for collectibles and dlc weapons (incomplete).
 - Massive amount of typo fixes across the board.
2020-10-20 11:37:14 +02:00

88 lines
1.9 KiB
ObjectPascal

HardwareShader PostProcess beforebloom
{
Name "WaterWarp"
Shader "shaders/glsl/WaterWarp.fp" 330
Texture warptex "textures/warptex.png"
Texture fluidtex "textures/wetwarp.png"
Uniform float dfact
Uniform float timer
Uniform vec3 lightcol
}
HardwareShader PostProcess beforebloom
{
Name "LavaWarp"
Shader "shaders/glsl/LavaWarp.fp" 330
Texture warptex "textures/warptex.png"
Texture fluidtex "textures/lavawarp.png"
Uniform float dfact
Uniform float timer
Uniform vec3 lightcol
}
HardwareShader PostProcess beforebloom
{
Name "SlimeWarp"
Shader "shaders/glsl/SlimeWarp.fp" 330
Texture warptex "textures/warptex.png"
Texture fluidtex "textures/slimewarp.png"
Uniform float dfact
Uniform float timer
Uniform vec3 lightcol
}
HardwareShader PostProcess beforebloom
{
Name "ZoomBlur"
Shader "shaders/glsl/ZoomBlur.fp" 330
Uniform float Str
Uniform float Fade
Uniform vec2 CenterSpot
}
HardwareShader PostProcess beforebloom
{
Name "SilverScope"
Shader "shaders/glsl/SilverScope.fp" 330
}
HardwareShader PostProcess beforebloom
{
Name "BarrierShader"
Shader "shaders/glsl/Barrier.fp" 330
Texture WarpTex "textures/heattex.png"
Uniform float timer
}
HardwareShader PostProcess beforebloom
{
Name "GhostShader"
Shader "shaders/glsl/Ghostscreen.fp" 330
}
HardwareShader PostProcess scene
{
Name "InvinciShader"
Shader "shaders/glsl/Invinciscreen.fp" 330
Uniform float str
}
HardwareShader PostProcess scene
{
Name "RagekitShader"
Shader "shaders/glsl/Ragescreen.fp" 330
Texture WarpTex "textures/ragewarp.png"
Texture NoiseTex "textures/graynoise.png"
Uniform float timer
Uniform float xtrastr
}
HardwareShader PostProcess scene
{
Name "Glitch"
Shader "shaders/glsl/Glitch.fp" 330
Uniform float Timer
Uniform float str1
Uniform float str2
}
HardwareShader PostProcess scene
{
Name "Grain"
Shader "shaders/glsl/Grain.fp" 330
Uniform float Timer
Uniform float ni
Texture NoiseTexture "textures/rgbnoise.png"
}