Add shinemap debug sphere actor (to see them in action). Move pp shaders to separate folder, akin to GZDoom's own layout.
11 lines
220 B
GLSL
11 lines
220 B
GLSL
vec4 ProcessLight( vec4 color )
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{
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float glow = .75+.25*sin(timer*8);
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return vec4(vec3(glow),color.a);
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}
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vec4 ProcessTexel()
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{
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vec3 rnorm = normalize(vEyeNormal.xyz)*vec3(1,-1,1);
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return getTexel(rnorm.xy*.49+.5);
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}
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