Catching up with Lindies part 2

This commit is contained in:
Siana Gearz
2012-03-25 09:38:36 +02:00
parent 196e9d6c78
commit 3f0f955a76
113 changed files with 801 additions and 516 deletions

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform float minimum_alpha;
@@ -48,6 +50,6 @@ void default_lighting()
color.rgb = scaleSoftClip(color.rgb);
gl_FragColor = color;
frag_color = color;
}

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform float minimum_alpha;
@@ -50,6 +52,6 @@ void default_lighting()
color.rgb = scaleSoftClip(color.rgb);
gl_FragColor = color;
frag_color = color;
}

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -41,6 +43,6 @@ void default_lighting()
color.rgb = scaleSoftClip(color.rgb);
gl_FragColor = color;
frag_color = color;
}

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform float minimum_alpha;
@@ -48,6 +50,6 @@ void fullbright_lighting()
color.rgb = fullbrightScaleSoftClip(color.rgb);
gl_FragColor = color;
frag_color = color;
}

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -41,6 +43,6 @@ void fullbright_lighting()
color.rgb = fullbrightScaleSoftClip(color.rgb);
gl_FragColor = color;
frag_color = color;
}

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform float minimum_alpha;
@@ -50,6 +52,6 @@ void fullbright_lighting()
color.rgb = fullbrightScaleSoftClip(color.rgb);
gl_FragColor = color;
frag_color = color;
}

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -43,6 +45,6 @@ void fullbright_lighting()
color.rgb = fullbrightScaleSoftClip(color.rgb);
gl_FragColor = color;
frag_color = color;
}

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -50,6 +52,6 @@ void fullbright_shiny_lighting()
color.a = max(color.a, vertex_color.a);
gl_FragColor = color;
frag_color = color;
}

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -51,6 +53,6 @@ void fullbright_shiny_lighting()
color.a = max(color.a, vertex_color.a);
gl_FragColor = color;
frag_color = color;
}

View File

@@ -23,7 +23,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -48,6 +50,6 @@ void fullbright_shiny_lighting_water()
color.rgb = fullbrightScaleSoftClip(color.rgb);
color.a = max(color.a, vertex_color.a);
gl_FragColor = applyWaterFog(color);
frag_color = applyWaterFog(color);
}

View File

@@ -23,7 +23,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -49,6 +51,6 @@ void fullbright_shiny_lighting_water()
color.rgb = fullbrightScaleSoftClip(color.rgb);
color.a = max(color.a, vertex_color.a);
gl_FragColor = applyWaterFog(color);
frag_color = applyWaterFog(color);
}

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform float minimum_alpha;
@@ -48,6 +50,6 @@ void fullbright_lighting_water()
color.rgb = fullbrightAtmosTransport(color.rgb);
gl_FragColor = applyWaterFog(color);
frag_color = applyWaterFog(color);
}

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -41,6 +43,6 @@ void fullbright_lighting_water()
color.rgb = fullbrightAtmosTransport(color.rgb);
gl_FragColor = applyWaterFog(color);
frag_color = applyWaterFog(color);
}

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform float minimum_alpha;
@@ -48,6 +50,6 @@ void fullbright_lighting_water()
color.rgb = fullbrightAtmosTransport(color.rgb);
gl_FragColor = applyWaterFog(color);
frag_color = applyWaterFog(color);
}

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -41,6 +43,6 @@ void fullbright_lighting_water()
color.rgb = fullbrightAtmosTransport(color.rgb);
gl_FragColor = applyWaterFog(color);
frag_color = applyWaterFog(color);
}

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -43,6 +45,6 @@ void default_lighting()
color.rgb = scaleSoftClip(color.rgb);
gl_FragColor = color;
frag_color = color;
}

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -49,6 +51,6 @@ void shiny_lighting()
color.rgb = scaleSoftClip(color.rgb);
color.a = max(color.a, vertex_color.a);
gl_FragColor = color;
frag_color = color;
}

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -50,6 +52,6 @@ void shiny_lighting()
color.rgb = scaleSoftClip(color.rgb);
color.a = max(color.a, vertex_color.a);
gl_FragColor = color;
frag_color = color;
}

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -46,6 +48,6 @@ void shiny_lighting_water()
color.rgb = atmosLighting(color.rgb);
color.a = max(color.a, vertex_color.a);
gl_FragColor = applyWaterFog(color);
frag_color = applyWaterFog(color);
}

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -47,6 +49,6 @@ void shiny_lighting_water()
color.rgb = atmosLighting(color.rgb);
color.a = max(color.a, vertex_color.a);
gl_FragColor = applyWaterFog(color);
frag_color = applyWaterFog(color);
}

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform float minimum_alpha;
@@ -46,6 +48,6 @@ void default_lighting_water()
color.rgb = atmosLighting(color.rgb);
gl_FragColor = applyWaterFog(color);
frag_color = applyWaterFog(color);
}

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform float minimum_alpha;
@@ -50,6 +52,6 @@ void default_lighting_water()
color = applyWaterFog(color);
gl_FragColor = color;
frag_color = color;
}

View File

@@ -24,8 +24,10 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
#endif
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
@@ -39,6 +41,6 @@ void default_lighting_water()
color.rgb = atmosLighting(color.rgb);
gl_FragColor = applyWaterFog(color);
frag_color = applyWaterFog(color);
}

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -41,6 +43,6 @@ void default_lighting_water()
color.rgb = atmosLighting(color.rgb);
gl_FragColor = applyWaterFog(color);
frag_color = applyWaterFog(color);
}