Add shinemap debug sphere actor (to see them in action). Move pp shaders to separate folder, akin to GZDoom's own layout.
13 lines
371 B
GLSL
13 lines
371 B
GLSL
vec4 ProcessLight( vec4 color )
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{
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vec3 bright = texture(brighttex,vTexCoord.st).rgb;
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return vec4(min(color.rgb+bright,1.),color.a);
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}
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vec4 ProcessTexel()
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{
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vec4 base = getTexel(vTexCoord.st);
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float mask = texture(masktex,vTexCoord.st).x;
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vec3 rnorm = normalize(vEyeNormal.xyz)*vec3(1,-1,1);
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return vec4(base.rgb+texture(envtex,rnorm.xy*.49+.5).rgb*mask,base.a);
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}
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