Shaders: halve all dpglossintensitymod values This is to compensate for differences between DP engine versions https://gitlab.com/xonotic/darkplaces/-/issues/205 Signed-off-by: bones_was_here <bones_was_here@xa.org.au>
DarkPlaces does not support alphaFunc GT0 and uses GE128 instead By making this change, we ensure the materials look the same on DarkPlaces and other engines, even in the case it's wrong on DarkPlaces because Xonotic mappers now expect the wrong behavior. Darkplaces only supports one alphaFunc operation, it only reads the alphaFunc keyword and does not read the function name: https://gitlab.com/xonotic/darkplaces/blob/324a5329d33ef90df59e6488abce6433d90ac04c/model_shared.c#L1875-1876 It then uses the GE128 operator unconditionally: https://gitlab.com/xonotic/darkplaces/blob/0ea8f691e05ea968bb8940942197fa627966ff99/render.h#L95 People may silently introduce regressions in their textures designed for GT0 by compressing them using a lossy picture format like Jpg. Xonotic texture known to trigger this bug (in xonotic-maps): models/desertfactory/textures/shaders/grass01.jpg Using GE128 hides Jpeg artifacts while it's possible a TGA version worked with GT0. Xonotic texture that may benefit from GT0 if supported (in xonotic-maps): models/desertfactory/textures/shaders/sign_ladder_dirty.jpg By storing this texture in lossless format and making sure the frame is pure black and the ladder is a bit less black than pure black, only the frame would be transparent. Unfortunately, after years of GE128 usagen displaying the texture with GT0 operation would be a regression. Note: I also renamed some `alphafunc` to `alphaFunc` even if it was already GE128.
ad sRGB surfacelights to shaders (reduced surfacelights)
Restore exx to pre-merge
fix variable name, run the preprocessor
Revert shaders to an earlier commit
Those shaders address reflections on solid surfaces, not water / glass
Add comments to the beginning of each shader to clarify how they work
Put shaders with cubemaps in their own files, so that the shaders without reflections are not duplicated pointlessly
Actually call it r_reflections_world, because people can use either cubemaps, either envmaps, or even realtime reflections for surfaces someday (except water / warpzones which have them indepentently).
rename g_cubemap to r_cubemaps_world
Make two versions os the exx shader, and add cvar filters so the cubemapped one only works when g_cubemap is 1 (might rename that)
Improve that last change, same issue
Attempt to implement dpshaderkillifcvar to turn off cubemaps. Currently this just causes all surfaces to disappear
Use the exomorph cubemap for eXx reflections (same as the textures on Solarium). This represents the final looks so feel free to test and report what you think (try Red Planet or Glowplant)
Merge branch 'master' into mirceakitsune/world_cubemaps
A new texture and modified shader for darkzone
Not sure if this makes sense, but include my TEMPORARY nebulae cubemap here, which is a much better reflection to test with, until we have per-map ones. Obviously, this cubemap will be deleted once we have final ones.
Add default dpreflectcube to the exX shader, for textures meant to have reflections. Yes, this isn't permanent, and looks rather ugly. Once per-map cubemaps will be implemented, I can easily replace the keyword. For now, this is fun to test around with
fix another too weak offsetmapped texture