DarkPlaces
Game engine based on the Quake 1 engine by id Software, developed by LadyHavoc
 
shader_glsl.h File Reference
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Go to the source code of this file.

Functions

vec3 FogVertex (vec4 surfacecolor)\n"
 
 for (i=0.0, f=1.0;i< ScaleSteps.w;++i, f *=0.5)\n"
 
 for (i=1;i< SAMPLES;i++)\n"
 
vec4 fxaa (vec4 inColor, float maxspan)\n"
 
void main (void)\n"
 
return mix (fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace) *fogfrac *FogRangeRecip, 0.0)).r)
 
return mix (fogheightpixel.rgb *fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace) *fogfrac *FogRangeRecip, 0.0)).r)
 
vec2 OffsetMapping (vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
 
float ShadowMapCompare (vec3 dir)\n"
 
vec4 TrippyVertex (vec4 position)\n"
 

Variables

ret a = 1.0
 
uniform myhalf Alpha
 
void float amount = distance(TexCoord1.xy, vec2(.5f,.5f))
 
dp_attribute vec4 Attrib_Color
 
uniform Skeletal_Transform12_UniformBlock dp_attribute vec4 Attrib_SkeletalIndex
 
dp_attribute vec4 Attrib_SkeletalWeight
 
dp_attribute vec4 Attrib_TexCoord0
 
dp_attribute vec3 Attrib_TexCoord1
 
dp_attribute vec3 Attrib_TexCoord2
 
dp_attribute vec3 Attrib_TexCoord3
 
dp_attribute vec4 Attrib_TexCoord4
 
dp_FragColor b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b
 
uniform highp mat4 BackgroundTexMatrix
 
uniform mediump vec4 BloomBlur_Parameters
 
uniform mediump vec4 BloomColorSubtract
 
dp_varying highp vec3 BounceGridTexCoord
 
uniform highp float ClientTime
 
vec3 color = dp_texture2D(Texture_First, tc).rgb
 
uniform mediump vec3 Color_Pants
 
uniform mediump vec3 Color_Shirt
 
uniform mediump float ColorFringe
 
dp_varying mediump vec3 CubeVector
 
dp_varying highp float Depth = (ModelViewMatrix * Attrib_Position).z
 
vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)))
 
vec4 worldTime position float distanceSquared = (position.x * position.x + position.z * position.z)
 
vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a
 
 dp_FragColor = dp_texture2D(Texture_First, TexCoord1.xy)
 
uniform highp vec3 EyePosition
 
vec3 EyeRelative = EyePosition - Attrib_Position.xyz
 
dp_varying highp vec3 EyeVector
 
dp_varying highp vec4 EyeVectorFogDepth
 
dp_varying highp vec3 EyeVectorModelSpace
 
float f = minonesat(length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05)
 
vec3 fc = FogColor
 
precision highp float = #13
 
uniform mediump vec3 FogColor
 
float fogfrac = fogheightpixel.a
 
uniform highp float FogHeightFade
 
fc vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade))
 
uniform highp vec4 FogPlane
 
vec3 float FogPlaneVertexDist = EyeVectorFogDepth.w
 
uniform highp float FogPlaneViewDist
 
uniform highp float FogRangeRecip
 
float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset
 
dp_FragColor g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g
 
 gl_Position = ModelViewProjectionMatrix * Attrib_Position
 
vec2 mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z)
 
float lB = dot(rB, luma)
 
uniform highp vec3 LightDir
 
dp_varying highp vec3 LightGridTC
 
uniform highp vec3 LightPosition
 
dp_varying mediump vec3 LightVector
 
float lM = dot(M, luma)
 
float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)))
 
float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)))
 
float lNE = dot(NE, luma)
 
float lNW = dot(NW, luma)
 
mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y))
 
float lSE = dot(SE, luma)
 
float lSW = dot(SW, luma)
 
vec3 luma = vec3(0.299, 0.587, 0.114)
 
vec3 M = dp_texture2D(Texture_First, TexCoord1.xy).xyz
 
float minreduct = (1.0 / 128.0)
 
uniform highp mat4 ModelViewMatrix
 
dp_varying highp vec4 ModelViewPosition
 
uniform highp mat4 ModelViewProjectionMatrix
 
dp_varying highp vec4 ModelViewProjectionPosition
 
vec4 float mulreduct = 1.0/maxspan
 
 n
 
vec3 NE = dp_texture2D(Texture_First, TexCoord1.xy + (vec2(+1.0, -1.0) * PixelSize)).xyz
 
vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0)
 
vec3 NW = dp_texture2D(Texture_First, TexCoord1.xy + (vec2(-1.0, -1.0) * PixelSize)).xyz
 
vec2 offset = vec2(amount*fringe,amount*fringe)
 
uniform mediump float OffsetMapping_Bias
 
uniform mediump float OffsetMapping_LodDistance
 
uniform mediump vec4 OffsetMapping_ScaleSteps
 
vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1)
 
float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0)
 
OffsetVector vec2 OneMinusBias_OffsetVector = (1.0 - OffsetMapping_Bias) * OffsetVector
 
uniform mediump vec2 PixelSize
 
return position
 
vec2 px = PixelSize
 
float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1)
 
float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2)
 
float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3)
 
float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4)
 
float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5)
 
float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6)
 
float py1 = -px6
 
float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2)
 
float py3 = px3
 
float py4 = px4
 
float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5)
 
float py6 = -px1
 
dp_FragColor r = rboost
 
vec3 rA
 
vec3 rB
 
float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation))
 
float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct))
 
float reflectfactor = ReflectFactor * VertexColor.a
 
float reflectoffset = ReflectOffset * VertexColor.a
 
vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a)
 
return ret
 
dp_FragColor rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y
 
vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1)
 
vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy
 
uniform mediump float Saturation
 
mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, vec2(1.0, OffsetMapping_ScaleSteps.w * LODSteps) / vec2(LODSteps, OffsetMapping_ScaleSteps.y))
 
vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort
 
vec3 SE = dp_texture2D(Texture_First, TexCoord1.xy + (vec2(+1.0, +1.0) * PixelSize)).xyz
 
uniform mediump vec4 ShadowMap_Parameters
 
uniform mediump vec4 ShadowMap_TextureScale
 
dp_varying highp vec3 ShadowMapTC
 
void ivec4 si1 = si0 + ivec4(1, 1, 1, 1)
 
ivec4 si2 = si0 + ivec4(2, 2, 2, 2)
 
mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0))
 
vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w
 
vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w
 
vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w
 
vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix)
 
mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz))
 
vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix)
 
vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix)
 
vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix
 
float sobel = 1.0
 
vec3 SW = dp_texture2D(Texture_First, TexCoord1.xy + (vec2(-1.0, +1.0) * PixelSize)).xyz
 
vec4 sw = Attrib_SkeletalWeight
 
void vec2 tc = TexCoord
 
dp_FragColor rgb dp_FragColor vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2)
 
dp_FragColor a dp_varying mediump vec2 TexCoord = Attrib_TexCoord0.xy
 
dp_varying mediump vec4 TexCoord1
 
dp_varying mediump vec2 TexCoord2
 
dp_varying mediump vec4 TexCoordSurfaceLightmap
 
uniform highp mat4 TexMatrix
 
n uniform sampler2D Texture_Attenuation
 
uniform sampler2D Texture_Color
 
uniform samplerCube Texture_Cube
 
uniform samplerCube Texture_CubeProjection
 
uniform sampler2D Texture_Deluxemap
 
uniform sampler2D Texture_First
 
uniform sampler2D Texture_FogHeightTexture
 
uniform sampler2D Texture_FogMask
 
uniform sampler2D Texture_GammaRamps
 
uniform sampler2D Texture_Gloss
 
uniform sampler2D Texture_Glow
 
uniform sampler2D Texture_Lightmap
 
uniform sampler2D Texture_Normal
 
uniform sampler2D Texture_Pants
 
uniform sampler2D Texture_Reflection
 
uniform sampler2D Texture_ScreenDiffuse
 
uniform sampler2D Texture_ScreenNormalMap
 
uniform sampler2D Texture_ScreenSpecular
 
uniform sampler2D Texture_Second
 
uniform sampler2D Texture_SecondaryColor
 
uniform sampler2D Texture_SecondaryGloss
 
uniform sampler2D Texture_SecondaryGlow
 
uniform sampler2D Texture_SecondaryNormal
 
uniform sampler2DShadow Texture_ShadowMap2D
 
uniform sampler2D Texture_Shirt
 
uniform mediump vec4 UserVec1
 
uniform mediump vec4 UserVec2
 
dp_varying highp vec4 VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0))
 
dp_varying highp vec4 VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0))
 
dp_varying highp vec4 VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0))
 
dp_varying mediump vec4 VertexColor
 
uniform mediump vec4 ViewTintColor
 
EyeVectorFogDepth w = 0.0
 
float x = position.x
 
vec3 x1 = dp_texture2D(Texture_First, TexCoord1.xy + vec2(-px.x, px.y)).rgb
 
vec3 x2 = dp_texture2D(Texture_First, TexCoord1.xy + vec2(-px.x, 0.0)).rgb
 
vec3 x3 = dp_texture2D(Texture_First, TexCoord1.xy + vec2(-px.x,-px.y)).rgb
 
vec3 x4 = dp_texture2D(Texture_First, TexCoord1.xy + vec2( px.x, px.y)).rgb
 
vec3 x5 = dp_texture2D(Texture_First, TexCoord1.xy + vec2( px.x, 0.0)).rgb
 
vec3 x6 = dp_texture2D(Texture_First, TexCoord1.xy + vec2( px.x,-px.y)).rgb
 
void TexCoord1 xy = Attrib_TexCoord0.xy
 
ret xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB
 
position y = 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0)
 
vec3 y2 = dp_texture2D(Texture_First, TexCoord1.xy + vec2( 0.0,-px.y)).rgb
 
vec3 y5 = dp_texture2D(Texture_First, TexCoord1.xy + vec2( 0.0, px.y)).rgb
 
dp_FragColor z = dp_texture2D(Texture_First, TexCoord1.xy+offset).z
 
TexCoord1 zw = Attrib_TexCoord4.xy
 

Function Documentation

◆ FogVertex()

vec3 FogVertex ( vec4 surfacecolor)

◆ for() [1/2]

for ( i = 0.0)

◆ for() [2/2]

for ( )

◆ fxaa()

vec4 fxaa ( vec4 inColor,
float maxspan )

◆ main()

void main ( void )

◆ mix() [1/2]

return mix ( fc ,
surfacecolor. rgb,
dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace) *fogfrac *FogRangeRecip, 0.0)). r )

◆ mix() [2/2]

return mix ( fogheightpixel.rgb * fc,
surfacecolor. rgb,
dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace) *fogfrac *FogRangeRecip, 0.0)). r )

◆ OffsetMapping()

vec2 OffsetMapping ( vec2 TexCoord,
vec2 dPdx,
vec2 dPdy )

◆ ShadowMapCompare()

float ShadowMapCompare ( vec3 dir)

◆ TrippyVertex()

vec4 TrippyVertex ( vec4 position)

Variable Documentation

◆ a

ret a = 1.0

Definition at line 305 of file shader_glsl.h.

Referenced by _Thread_AtomicAdd(), _Thread_AtomicAdd(), _Thread_AtomicDecRef(), _Thread_AtomicDecRef(), _Thread_AtomicGet(), _Thread_AtomicGet(), _Thread_AtomicIncRef(), _Thread_AtomicIncRef(), _Thread_AtomicSet(), _Thread_AtomicSet(), BufStr_SortStringsDOWN(), BufStr_SortStringsUP(), CL_DrawVideo(), CL_GeomLerp(), CL_UpdateEntityShading_Entity(), Cmd_Alias_f(), Cmd_ExecuteString(), Cmd_RestoreInitState(), Cmd_SaveInitState(), Cmd_UnAlias_f(), Con_CompleteCommandLine(), Curl_Curl_f(), doublecmp_withoffset(), dpvsimpledecode_convertpixels(), dpvsimpledecode_decompressimage(), DrawQ_GetTextColor(), fixtransparentpixels(), GL_ColorMask(), LHNETADDRESS_FromString(), LHNETADDRESS_ToString(), LoadPCX_BGRA(), LoadPCX_QWSkin(), M_Menu_Video_FindResolution(), Mathlib_Init(), Mod_Decompile_OBJ(), Mod_Decompile_SMD(), Mod_MakeSortedSurfaces_qsortfunc(), Mod_Mesh_IndexForVertex(), Mod_Q3BSP_LightPoint(), mul128(), NetConn_ChooseClientSocketForAddress(), NetConn_ChooseServerSocketForAddress(), Nicks_CutMatchesAlphaNumeric(), Nicks_CutMatchesNoSpaces(), Nicks_strncasecmp(), Nicks_strncasecmp_nospaces(), packetlog5cmp(), Portal_CheckBox(), PRVM_Prog_Load(), Q3PatchTesselateFloat(), R_DecalSystem_ApplySplatEntities(), R_DecalSystem_SplatEntities(), R_DecalSystem_SplatEntity(), R_DecalSystem_SplatTriangle(), R_DrawParticle_TransparentCallback(), R_DrawParticles(), r_explosion_start(), R_FillColors(), R_Q1BSP_GetLightInfo_comparefunc(), R_Shadow_LoadLightsFile(), R_Shadow_LoadWorldLights(), R_Shadow_MakeTextures_MakeCorona(), R_SkinFrame_GenerateTexturesFromQPixels(), R_SkinFrame_LoadInternalBGRA(), R_SortEntities_Compare(), R_StainNode(), RSurf_ActiveCustomEntity(), Sbar_DrawXNum(), SCR_DrawNetGraph_DrawGraph(), SCR_DrawTouchscreenOverlay(), skyspherecalc(), Squared3xCurveArea(), stringlistsort_cmp(), SV_PushMove(), testmul128(), V_CalcViewBlend(), V_MakeViewIsometric(), VID_SortModes_Compare(), VM_CL_R_PolygonVertex(), and VM_CL_RotateMoves().

◆ Alpha

uniform myhalf Alpha

Definition at line 408 of file shader_glsl.h.

◆ amount

void float amount = distance(TexCoord1.xy, vec2(.5f,.5f))

Definition at line 314 of file shader_glsl.h.

◆ Attrib_Color

dp_attribute vec4 Attrib_Color

Definition at line 103 of file shader_glsl.h.

◆ Attrib_SkeletalIndex

uniform Skeletal_Transform12_UniformBlock dp_attribute vec4 Attrib_SkeletalIndex

Definition at line 119 of file shader_glsl.h.

◆ Attrib_SkeletalWeight

dp_attribute vec4 Attrib_SkeletalWeight

Definition at line 120 of file shader_glsl.h.

◆ Attrib_TexCoord0

dp_attribute vec4 Attrib_TexCoord0

Definition at line 104 of file shader_glsl.h.

◆ Attrib_TexCoord1

dp_attribute vec3 Attrib_TexCoord1

Definition at line 105 of file shader_glsl.h.

◆ Attrib_TexCoord2

dp_attribute vec3 Attrib_TexCoord2

Definition at line 106 of file shader_glsl.h.

◆ Attrib_TexCoord3

dp_attribute vec3 Attrib_TexCoord3

Definition at line 107 of file shader_glsl.h.

◆ Attrib_TexCoord4

dp_attribute vec4 Attrib_TexCoord4

Definition at line 108 of file shader_glsl.h.

◆ b

dp_FragColor b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b

Definition at line 392 of file shader_glsl.h.

Referenced by _Thread_CreateBarrier(), _Thread_DestroyBarrier(), _Thread_WaitBarrier(), BufStr_SortStringsDOWN(), BufStr_SortStringsUP(), CL_Beam_AddPolygons(), CL_Beam_CalculatePositions(), CL_Beams_SetupBuiltinTexture(), CL_DrawVideo(), CL_GeomLerp(), CL_NewBeam(), CL_NewParticle(), CL_RelinkBeams(), CL_Video_Init(), convex_builder_add_point(), convex_builder_get_planes4f(), convex_builder_get_points3f(), convex_builder_initialize(), CSQC_Predraw(), CSQC_Think(), Curl_Begin(), Curl_Frame(), doublecmp_withoffset(), dpvsimpledecode_decompressimage(), DrawQ_GetTextColor(), DrawQ_Line(), fixtransparentpixels(), GL_ColorMask(), GL_ReadPixelsBGRA(), hz_bitstream_read_blocks_free(), hz_bitstream_read_blocks_read(), Image_HeightmapToNormalmap_BGRA(), jam_video(), Key_Bind_f(), Key_FindKeysForCommand(), Key_In_Bind_f(), Key_In_Unbind_f(), Key_Unbind_f(), KeyDown(), KeyUp(), LoadPCX_BGRA(), LoadTGA_BGRA(), M_UnbindCommand(), mdfour_tail(), Memory_Init(), Mod_Decompile_OBJ(), Mod_Decompile_SMD(), Mod_MakeSortedSurfaces_qsortfunc(), Mod_Mesh_IndexForVertex(), Mod_Q1BSP_LoadSplitSky(), Mod_Skeletal_AnimateVertices_Generic(), mul128(), Nicks_AddLastColor(), Nicks_CutMatchesAlphaNumeric(), Nicks_CutMatchesNoSpaces(), Nicks_strncasecmp(), Nicks_strncasecmp_nospaces(), packetlog5cmp(), Palette_Load(), Palette_SetupSpecialPalettes(), Portal_CheckBox(), PRVM_Prog_Load(), Q3PatchTesselateFloat(), R_BuildFogTexture(), R_DecalSystem_ApplySplatEntities(), R_DecalSystem_SplatEntities(), R_DecalSystem_SplatEntity(), R_DecalSystem_SplatTriangle(), r_explosion_start(), R_FillColors(), R_LoadTextureDDSFile(), R_ModulateColors(), R_Q1BSP_GetLightInfo_comparefunc(), R_SkinFrame_GenerateTexturesFromQPixels(), R_SkinFrame_LoadInternalBGRA(), R_SortEntities_Compare(), RSurf_ActiveCustomEntity(), RSurf_PrepareVerticesForBatch(), Sbar_DrawXNum(), SCR_CaptureVideo_ConvertFrame_BGRA_to_I420_flip(), SCR_CaptureVideo_Ogg_ConvertFrame_BGRA_to_YUV(), SCR_CaptureVideo_Ogg_SoundFrame(), SCR_DrawNetGraph_DrawGraph(), skyspherecalc(), Squared3xCurveArea(), stringlistsort_cmp(), SVBSP_AddPolygon(), SVBSP_AddPolygonNode(), SVBSP_Init(), SVBSP_InsertOccluderPolygonNodes(), Sys_Con_NearestColor(), testmul128(), and VID_SortModes_Compare().

◆ BackgroundTexMatrix

uniform highp mat4 BackgroundTexMatrix

Definition at line 1111 of file shader_glsl.h.

◆ BloomBlur_Parameters

uniform mediump vec4 BloomBlur_Parameters

Definition at line 505 of file shader_glsl.h.

◆ BloomColorSubtract

uniform mediump vec4 BloomColorSubtract

Definition at line 243 of file shader_glsl.h.

◆ BounceGridTexCoord

dp_varying highp vec3 BounceGridTexCoord

Definition at line 770 of file shader_glsl.h.

◆ ClientTime

uniform highp float ClientTime

Definition at line 163 of file shader_glsl.h.

◆ color

vec3 color = dp_texture2D(Texture_First, tc).rgb

Definition at line 511 of file shader_glsl.h.

◆ Color_Pants

uniform mediump vec3 Color_Pants

Definition at line 832 of file shader_glsl.h.

◆ Color_Shirt

uniform mediump vec3 Color_Shirt

Definition at line 833 of file shader_glsl.h.

◆ ColorFringe

uniform mediump float ColorFringe

Definition at line 259 of file shader_glsl.h.

◆ CubeVector

dp_varying mediump vec3 CubeVector

Definition at line 724 of file shader_glsl.h.

◆ Depth

Depth = (ModelViewMatrix * Attrib_Position).z

Definition at line 774 of file shader_glsl.h.

◆ dir

◆ distanceSquared

vec4 worldTime position float distanceSquared = (position.x * position.x + position.z * position.z)

Definition at line 171 of file shader_glsl.h.

◆ distort

Definition at line 574 of file shader_glsl.h.

◆ dp_FragColor

dp_FragColor dp_FragColor = dp_texture2D(Texture_First, TexCoord1.xy)

Definition at line 319 of file shader_glsl.h.

◆ EyePosition

uniform highp vec3 EyePosition

Definition at line 610 of file shader_glsl.h.

◆ EyeRelative

vec3 EyeRelative = EyePosition - Attrib_Position.xyz

Definition at line 1143 of file shader_glsl.h.

◆ EyeVector

dp_varying highp vec3 EyeVector

Definition at line 607 of file shader_glsl.h.

◆ EyeVectorFogDepth

dp_varying highp vec4 EyeVectorFogDepth

Definition at line 732 of file shader_glsl.h.

◆ EyeVectorModelSpace

dp_varying highp vec3 EyeVectorModelSpace

Definition at line 741 of file shader_glsl.h.

◆ f

float float f = minonesat(length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05)

Definition at line 592 of file shader_glsl.h.

Referenced by AngleVectorsDuke3DFLU(), buf2file(), BuffBigFloat(), BuffLittleFloat(), CL_AddQWCTFFlagModel(), CL_ClientMovement_Move(), CL_ClientMovement_Physics_PM_Accelerate(), CL_ClientMovement_Physics_PM_AirAccelerate(), CL_ClientMovement_Physics_Swim(), CL_ClientMovement_UpdateStatus(), CL_Input(), CL_LerpPoint(), CL_ParticleEffect_Fallback(), CL_PlayDemo(), CL_ReadDemoMessage(), CL_RelinkLightFlashes(), CL_RotateMoves(), CL_UpdateScreen(), CL_WriteDemoMessage(), Cmd_AddCommand(), Cmd_Exec(), Cmd_RestoreInitState(), Cmd_SaveInitState(), Collision_TraceBrushBrushFloat(), Collision_TraceLineBrushFloat(), Collision_TraceLineTriangleFloat(), Con_CheckResize(), convex_builder_add_point(), convex_builder_get_planes4f(), Crypto_KeyGen_f(), Crypto_KeyGen_Finished(), Crypto_LoadFile(), Crypto_SavePubKeyTextFile(), Curl_Begin(), Cvar_WriteVariables(), EntityFrame_CL_ReadFrame(), EntityFrame_Clear(), EntityFrame_FetchFrame(), file2buf(), FS_SysCheckGameDir(), getdrawfont(), GetMapList(), Host_SaveConfig(), Image_Resample32Lerp(), Image_Resample32LerpLine(), JPEG_LoadImage_BGRA(), Key_WriteBindings(), LoadConChars_BGRA(), LoadFont_f(), loadimagepixelsbgra(), LoadLMP_BGRA(), LoadPCX_BGRA(), LoadPCX_PaletteOnly(), LoadPCX_QWSkin(), LoadTGA_BGRA(), LoadWAL_BGRA(), LoadWAL_GetMetadata(), M_Main_Draw(), M_Menu_Options_AdjustSliders(), M_Menu_Options_ColorControl_AdjustSliders(), M_MultiPlayer_Draw(), M_ScanSaves(), M_Setup_Draw(), M_SinglePlayer_Draw(), Memory_Init_Commands(), Mod_BSP_FindNonSolidLocation_r(), Mod_BSP_FindNonSolidLocation_r_Triangle(), Mod_BuildTextureVectorsFromNormals(), Mod_CollisionBIH_TraceBrush(), Mod_CollisionBIH_TraceLineShared(), Mod_DARKPLACESMODEL_Load(), Mod_GenerateLightmaps_LightmapSample(), Mod_INTERQUAKEMODEL_Load(), Mod_LoadQ3Shaders(), Mod_MD3_AnimateVertices(), Mod_MDL_AnimateVertices(), Mod_MDL_LoadFrames(), Mod_Skeletal_AnimateVertices_Generic(), Mod_ZYMOTICMODEL_Load(), MSG_ReadBigFloat(), MSG_ReadLittleFloat(), MSG_WriteAngle(), MSG_WriteAngle16i(), MSG_WriteAngle32f(), MSG_WriteAngle8i(), MSG_WriteCoord(), MSG_WriteCoord13i(), MSG_WriteCoord16i(), MSG_WriteCoord32f(), MSG_WriteFloat(), OGG_GetSamplesFloat(), particletextureblotch(), Portal_RecursiveFindLeafForFlow(), PRVM_CallProfile(), PRVM_ED_FindFunctionOffset(), PRVM_ED_Write(), PRVM_ED_WriteGlobals(), PRVM_EnterFunction(), PRVM_LeaveFunction(), PRVM_Profile(), PRVM_Prog_Load(), PRVM_ShortStackTrace(), PRVM_StackTrace(), PRVM_UglyValueString(), PRVM_ValueString(), Q3PatchTesselation(), R_BuildFogHeightTexture(), R_DecalSystem_SplatTriangle(), R_DrawParticles(), R_DrawPortals(), R_EvaluateQ3WaveFunc(), R_InitParticleTexture(), R_LoadQWSkin(), R_LoadTextureDDSFile(), R_ScissorForBBox(), R_Shadow_BounceGrid_AssignPhotons_Task(), R_Shadow_BounceGrid_ConvertPixelsAndUpload(), R_Shadow_PrepareLight(), R_Shadow_PrepareLights(), R_tcMod_ApplyToMatrix(), RSurf_PrepareVerticesForBatch(), Sbar_DrawFace(), Sbar_DrawFrags(), Sbar_ShowFPS(), SCR_DrawLoadingScreen(), shadebubble(), SND_Spatialize_WithSfx(), SV_PrepareEntityForSending(), SV_Savegame_to(), SV_Viewframe_f(), SV_WriteDemoMessage(), VID_Shared_BuildJoyState_Finish(), VID_UpdateGamma(), VM_CL_ambientsound(), VM_CL_getstatf(), VM_CL_pointparticles(), VM_CL_project(), VM_CL_R_SetView(), VM_CL_unproject(), VM_find(), VM_findchain(), VM_findchainflags(), VM_findchainfloat(), VM_findflags(), VM_findfloat(), VM_FrameBlendFromFrameGroupBlend(), VM_loadfont(), VM_max(), VM_min(), VM_normalize(), VM_physics_addforce(), VM_physics_addtorque(), VM_physics_enable(), VM_precache_pic(), VM_rint(), VM_sprintf(), VM_SV_UpdateCustomStats(), and XMP_GetSamplesFloat().

◆ fc

vec3 fc = FogColor

Definition at line 847 of file shader_glsl.h.

◆ float

◆ FogColor

uniform mediump vec3 FogColor

Definition at line 834 of file shader_glsl.h.

◆ fogfrac

fogfrac = fogheightpixel.a

Definition at line 846 of file shader_glsl.h.

Referenced by RSurf_FogPoint(), and RSurf_FogVertex().

◆ FogHeightFade

uniform highp float FogHeightFade

Definition at line 839 of file shader_glsl.h.

Referenced by RSurf_FogPoint(), and RSurf_FogVertex().

◆ fogheightpixel

fc vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade))

Definition at line 852 of file shader_glsl.h.

◆ FogPlane

uniform highp vec4 FogPlane

Definition at line 760 of file shader_glsl.h.

◆ FogPlaneVertexDist

vec3 float FogPlaneVertexDist = EyeVectorFogDepth.w

Definition at line 845 of file shader_glsl.h.

Referenced by RSurf_FogPoint(), and RSurf_FogVertex().

◆ FogPlaneViewDist

uniform highp float FogPlaneViewDist

Definition at line 838 of file shader_glsl.h.

Referenced by RSurf_FogPoint(), and RSurf_FogVertex().

◆ FogRangeRecip

uniform highp float FogRangeRecip

Definition at line 837 of file shader_glsl.h.

◆ Fresnel

float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset

Definition at line 707 of file shader_glsl.h.

Referenced by R_Shadow_BounceGrid_TracePhotons_Shot().

◆ g

◆ gl_Position

gl_Position = ModelViewProjectionMatrix * Attrib_Position

Definition at line 499 of file shader_glsl.h.

◆ GuessLODFactor

vec2 mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z)

Definition at line 879 of file shader_glsl.h.

◆ lB

float lB = dot(rB, luma)

Definition at line 302 of file shader_glsl.h.

◆ LightDir

uniform highp vec3 LightDir

Definition at line 758 of file shader_glsl.h.

◆ LightGridTC

dp_varying highp vec3 LightGridTC

Definition at line 767 of file shader_glsl.h.

◆ LightPosition

uniform highp vec3 LightPosition

Definition at line 749 of file shader_glsl.h.

◆ LightVector

dp_varying mediump vec3 LightVector

Definition at line 728 of file shader_glsl.h.

◆ lM

float lM = dot(M, luma)

Definition at line 285 of file shader_glsl.h.

◆ lMax

float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)))

Definition at line 287 of file shader_glsl.h.

◆ lMin

float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)))

Definition at line 286 of file shader_glsl.h.

◆ lNE

float lNE = dot(NE, luma)

Definition at line 282 of file shader_glsl.h.

◆ lNW

float lNW = dot(NW, luma)

Definition at line 281 of file shader_glsl.h.

◆ LODSteps

Definition at line 882 of file shader_glsl.h.

◆ lSE

float lSE = dot(SE, luma)

Definition at line 284 of file shader_glsl.h.

◆ lSW

float lSW = dot(SW, luma)

Definition at line 283 of file shader_glsl.h.

◆ luma

vec3 luma = vec3(0.299, 0.587, 0.114)

Definition at line 280 of file shader_glsl.h.

◆ M

vec3 M = dp_texture2D(Texture_First, TexCoord1.xy).xyz

Definition at line 277 of file shader_glsl.h.

◆ minreduct

float minreduct = (1.0 / 128.0)

Definition at line 270 of file shader_glsl.h.

◆ ModelViewMatrix

uniform highp mat4 ModelViewMatrix

Definition at line 1113 of file shader_glsl.h.

◆ ModelViewPosition

dp_varying highp vec4 ModelViewPosition

Definition at line 750 of file shader_glsl.h.

◆ ModelViewProjectionMatrix

uniform highp mat4 ModelViewProjectionMatrix

Definition at line 156 of file shader_glsl.h.

◆ ModelViewProjectionPosition

dp_varying highp vec4 ModelViewProjectionPosition

Definition at line 524 of file shader_glsl.h.

◆ mulreduct

vec4 float mulreduct = 1.0/maxspan

Definition at line 269 of file shader_glsl.h.

◆ n

void n
Initial value:
{\n",
" vec4 Skeletal_Transform12[768]
n
Definition shader_glsl.h:4

Definition at line 4 of file shader_glsl.h.

◆ NE

vec3 NE = dp_texture2D(Texture_First, TexCoord1.xy + (vec2(+1.0, -1.0) * PixelSize)).xyz

Definition at line 274 of file shader_glsl.h.

◆ normal

◆ NW

vec3 NW = dp_texture2D(Texture_First, TexCoord1.xy + (vec2(-1.0, -1.0) * PixelSize)).xyz

Definition at line 273 of file shader_glsl.h.

◆ offset

vec2 offset = vec2(amount*fringe,amount*fringe)

Definition at line 315 of file shader_glsl.h.

◆ OffsetMapping_Bias

uniform mediump float OffsetMapping_Bias

Definition at line 868 of file shader_glsl.h.

◆ OffsetMapping_LodDistance

uniform mediump float OffsetMapping_LodDistance

Definition at line 870 of file shader_glsl.h.

◆ OffsetMapping_ScaleSteps

uniform mediump vec4 OffsetMapping_ScaleSteps

Definition at line 867 of file shader_glsl.h.

◆ OffsetVector

vec2 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1)

Definition at line 898 of file shader_glsl.h.

◆ om

float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0)

Definition at line 175 of file shader_glsl.h.

◆ OneMinusBias_OffsetVector

OffsetVector vec2 OneMinusBias_OffsetVector = (1.0 - OffsetMapping_Bias) * OffsetVector

Definition at line 912 of file shader_glsl.h.

◆ PixelSize

uniform mediump vec2 PixelSize

Definition at line 261 of file shader_glsl.h.

◆ position

return position

Definition at line 178 of file shader_glsl.h.

Referenced by CDAudio_StartPlaylist(), CDAudio_StopPlaylistTrack(), and FS_Seek().

◆ px

◆ px1

float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1)

Definition at line 342 of file shader_glsl.h.

◆ px2

float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2)

Definition at line 343 of file shader_glsl.h.

◆ px3

float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3)

Definition at line 344 of file shader_glsl.h.

◆ px4

float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4)

Definition at line 345 of file shader_glsl.h.

◆ px5

float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5)

Definition at line 346 of file shader_glsl.h.

◆ px6

float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6)

Definition at line 347 of file shader_glsl.h.

◆ py1

float py1 = -px6

Definition at line 348 of file shader_glsl.h.

◆ py2

float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2)

Definition at line 349 of file shader_glsl.h.

◆ py3

float py3 = px3

Definition at line 350 of file shader_glsl.h.

◆ py4

float py4 = px4

Definition at line 351 of file shader_glsl.h.

◆ py5

float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5)

Definition at line 352 of file shader_glsl.h.

◆ py6

float py6 = -px1

Definition at line 353 of file shader_glsl.h.

◆ r

Definition at line 381 of file shader_glsl.h.

Referenced by _Thread_CreateThread(), CL_Beams_SetupBuiltinTexture(), CL_GetExtendedTagInfo(), CL_NewParticle(), CL_ParticleEffect_Fallback(), CL_ParticleExplosion(), CL_ReadPointFile_f(), CL_RotateMoves(), CL_UpdateNetworkEntity(), CL_VM_Event_Sound(), CL_VM_GetEntitySoundOrigin(), CL_VM_InputEvent(), CL_VM_Parse_TempEntity(), CleanURL(), DrawQ_GetTextColor(), DrawQ_Line(), fixtransparentpixels(), Font_LoadSize(), GL_ColorMask(), GL_ReadPixelsBGRA(), Image_Resample32Lerp(), M_Menu_Video_AdjustSliders(), Math_crandomf(), Math_rand64(), Math_randomf(), Math_randomrangef(), Math_randomrangei(), Math_RandomSeed_FromInts(), Math_RandomSeed_Reset(), Matrix4x4_ToOrigin3Quat4Float(), Mod_MakeSortedSurfaces_qsortfunc(), Mod_Mesh_IndexForVertex(), Mod_Q1BSP_Load(), Mod_Q1BSP_LoadSplitSky(), Mod_Q2BSP_Load(), NetConn_AddCryptoFlag(), Nicks_AddLastColor(), noise4f(), PRVM_ConsoleCommand(), QW_CL_NextUpload_f(), R_BlendFuncFlags(), R_Bloom_MakeTexture(), R_BuildFogTexture(), R_DecalSystem_ApplySplatEntities(), R_DecalSystem_SplatEntities(), R_DecalSystem_SplatEntity(), R_DecalSystem_SplatTriangle(), r_explosion_start(), R_FillColors(), R_LoadTextureDDSFile(), R_ModulateColors(), R_RenderTarget_FreeUnused(), R_RenderTarget_Get(), R_ReplaceWorldTexture_f(), RSurf_ActiveCustomEntity(), Sbar_DrawGauge(), Sbar_DrawXNum(), SV_GetExtendedTagInfo(), Sys_Con_NearestColor(), Thread_WaitSemaphore(), VID_Shared_BuildJoyState_Finish(), and VM_M_getresolution().

◆ rA

vec3 rA
Initial value:
= (1.0/2.0) * (\n",
" dp_texture2D(Texture_First, TexCoord1.xy + dir * (1.0/3.0 - 0.5)).xyz +\n",
" dp_texture2D(Texture_First, TexCoord1.xy + dir * (2.0/3.0 - 0.5)).xyz)
vec2 dir
uniform sampler2D Texture_First
dp_varying mediump vec4 TexCoord1

Definition at line 296 of file shader_glsl.h.

◆ rB

vec3 rB
Initial value:
= rA * (1.0/2.0) + (1.0/4.0) * (\n",
" dp_texture2D(Texture_First, TexCoord1.xy + dir * (0.0/3.0 - 0.5)).xyz +\n",
" dp_texture2D(Texture_First, TexCoord1.xy + dir * (3.0/3.0 - 0.5)).xyz)
vec3 rA

Definition at line 299 of file shader_glsl.h.

◆ rboost

Definition at line 379 of file shader_glsl.h.

◆ rcp

float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct))

Definition at line 291 of file shader_glsl.h.

◆ reflectfactor

float reflectfactor = ReflectFactor * VertexColor.a

Definition at line 677 of file shader_glsl.h.

◆ reflectoffset

float reflectoffset = ReflectOffset * VertexColor.a

Definition at line 676 of file shader_glsl.h.

◆ refractcolor

vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a)

Definition at line 575 of file shader_glsl.h.

Referenced by R_Shadow_BounceGrid_TracePhotons_Shot().

◆ ret

◆ rgb

◆ RT

Definition at line 899 of file shader_glsl.h.

◆ SafeScreenTexCoord

vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy

Definition at line 572 of file shader_glsl.h.

◆ Saturation

uniform mediump float Saturation

Definition at line 249 of file shader_glsl.h.

◆ ScaleSteps

Definition at line 886 of file shader_glsl.h.

◆ ScreenTexCoord

vec4 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort

Definition at line 583 of file shader_glsl.h.

◆ SE

vec3 SE = dp_texture2D(Texture_First, TexCoord1.xy + (vec2(+1.0, +1.0) * PixelSize)).xyz

Definition at line 276 of file shader_glsl.h.

◆ ShadowMap_Parameters

uniform mediump vec4 ShadowMap_Parameters

Definition at line 941 of file shader_glsl.h.

◆ ShadowMap_TextureScale

uniform mediump vec4 ShadowMap_TextureScale

Definition at line 940 of file shader_glsl.h.

◆ ShadowMapTC

dp_varying highp vec3 ShadowMapTC

Definition at line 763 of file shader_glsl.h.

◆ si1

void ivec4 si1 = si0 + ivec4(1, 1, 1, 1)

Definition at line 189 of file shader_glsl.h.

◆ si2

ivec4 si2 = si0 + ivec4(2, 2, 2, 2)

Definition at line 190 of file shader_glsl.h.

◆ SkeletalMatrix

mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0))

Definition at line 195 of file shader_glsl.h.

◆ SkeletalMatrix1

vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w

Definition at line 192 of file shader_glsl.h.

◆ SkeletalMatrix2

vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w

Definition at line 193 of file shader_glsl.h.

◆ SkeletalMatrix3

vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w

Definition at line 194 of file shader_glsl.h.

◆ SkeletalNormal

Definition at line 628 of file shader_glsl.h.

◆ SkeletalNormalMatrix

mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz))

Definition at line 624 of file shader_glsl.h.

◆ SkeletalSVector

Definition at line 626 of file shader_glsl.h.

◆ SkeletalTVector

Definition at line 627 of file shader_glsl.h.

◆ SkeletalVertex

vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix

Definition at line 196 of file shader_glsl.h.

◆ sobel

sobel = 1.0

Definition at line 330 of file shader_glsl.h.

◆ SW

vec3 SW = dp_texture2D(Texture_First, TexCoord1.xy + (vec2(-1.0, +1.0) * PixelSize)).xyz

Definition at line 275 of file shader_glsl.h.

◆ sw

◆ tc

◆ tex2

Definition at line 466 of file shader_glsl.h.

◆ TexCoord

return TexCoord = Attrib_TexCoord0.xy

Definition at line 493 of file shader_glsl.h.

◆ TexCoord1

dp_varying mediump vec2 TexCoord1

Definition at line 223 of file shader_glsl.h.

◆ TexCoord2

dp_varying mediump vec2 TexCoord2

Definition at line 406 of file shader_glsl.h.

◆ TexCoordSurfaceLightmap

dp_varying mediump vec4 TexCoordSurfaceLightmap

Definition at line 718 of file shader_glsl.h.

◆ TexMatrix

uniform highp mat4 TexMatrix

Definition at line 525 of file shader_glsl.h.

◆ Texture_Attenuation

n uniform sampler2D Texture_Attenuation

Definition at line 921 of file shader_glsl.h.

◆ Texture_Color

uniform sampler2D Texture_Color

Definition at line 788 of file shader_glsl.h.

◆ Texture_Cube

uniform samplerCube Texture_Cube

Definition at line 922 of file shader_glsl.h.

◆ Texture_CubeProjection

uniform samplerCube Texture_CubeProjection

Definition at line 936 of file shader_glsl.h.

◆ Texture_Deluxemap

uniform sampler2D Texture_Deluxemap

Definition at line 815 of file shader_glsl.h.

◆ Texture_First

uniform sampler2D Texture_First

Definition at line 240 of file shader_glsl.h.

◆ Texture_FogHeightTexture

uniform sampler2D Texture_FogHeightTexture

Definition at line 807 of file shader_glsl.h.

◆ Texture_FogMask

uniform sampler2D Texture_FogMask

Definition at line 809 of file shader_glsl.h.

◆ Texture_GammaRamps

uniform sampler2D Texture_GammaRamps

Definition at line 246 of file shader_glsl.h.

◆ Texture_Gloss

uniform sampler2D Texture_Gloss

Definition at line 789 of file shader_glsl.h.

◆ Texture_Glow

uniform sampler2D Texture_Glow

Definition at line 791 of file shader_glsl.h.

◆ Texture_Lightmap

uniform sampler2D Texture_Lightmap

Definition at line 812 of file shader_glsl.h.

◆ Texture_Normal

uniform sampler2D Texture_Normal

Definition at line 787 of file shader_glsl.h.

◆ Texture_Pants

uniform sampler2D Texture_Pants

Definition at line 802 of file shader_glsl.h.

◆ Texture_Reflection

uniform sampler2D Texture_Reflection

Definition at line 818 of file shader_glsl.h.

◆ Texture_ScreenDiffuse

uniform sampler2D Texture_ScreenDiffuse

Definition at line 828 of file shader_glsl.h.

◆ Texture_ScreenNormalMap

uniform sampler2D Texture_ScreenNormalMap

Definition at line 822 of file shader_glsl.h.

◆ Texture_ScreenSpecular

uniform sampler2D Texture_ScreenSpecular

Definition at line 829 of file shader_glsl.h.

◆ Texture_Second

uniform sampler2D Texture_Second

Definition at line 242 of file shader_glsl.h.

◆ Texture_SecondaryColor

uniform sampler2D Texture_SecondaryColor

Definition at line 795 of file shader_glsl.h.

◆ Texture_SecondaryGloss

uniform sampler2D Texture_SecondaryGloss

Definition at line 796 of file shader_glsl.h.

◆ Texture_SecondaryGlow

uniform sampler2D Texture_SecondaryGlow

Definition at line 798 of file shader_glsl.h.

◆ Texture_SecondaryNormal

uniform sampler2D Texture_SecondaryNormal

Definition at line 794 of file shader_glsl.h.

◆ Texture_ShadowMap2D

uniform sampler2D Texture_ShadowMap2D

Definition at line 929 of file shader_glsl.h.

◆ Texture_Shirt

uniform sampler2D Texture_Shirt

Definition at line 803 of file shader_glsl.h.

◆ UserVec1

uniform mediump vec4 UserVec1

Definition at line 255 of file shader_glsl.h.

◆ UserVec2

uniform mediump vec4 UserVec2

Definition at line 256 of file shader_glsl.h.

◆ VectorR

VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0))

Definition at line 738 of file shader_glsl.h.

◆ VectorS

VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0))

Definition at line 736 of file shader_glsl.h.

◆ VectorT

VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0))

Definition at line 737 of file shader_glsl.h.

◆ VertexColor

dp_varying mediump vec4 VertexColor

Definition at line 123 of file shader_glsl.h.

◆ ViewTintColor

uniform mediump vec4 ViewTintColor

Definition at line 252 of file shader_glsl.h.

◆ w

Definition at line 1147 of file shader_glsl.h.

◆ x

EyeVectorFogDepth x = position.x

Definition at line 174 of file shader_glsl.h.

◆ x1

◆ x2

◆ x3

vec3 x3 = dp_texture2D(Texture_First, TexCoord1.xy + vec2(-px.x,-px.y)).rgb

Definition at line 336 of file shader_glsl.h.

Referenced by testmul128().

◆ x4

vec3 x4 = dp_texture2D(Texture_First, TexCoord1.xy + vec2( px.x, px.y)).rgb

Definition at line 337 of file shader_glsl.h.

◆ x5

vec3 x5 = dp_texture2D(Texture_First, TexCoord1.xy + vec2( px.x, 0.0)).rgb

Definition at line 338 of file shader_glsl.h.

◆ x6

vec3 x6 = dp_texture2D(Texture_First, TexCoord1.xy + vec2( px.x,-px.y)).rgb

Definition at line 339 of file shader_glsl.h.

◆ xy

return RT xy = Attrib_TexCoord0.xy

Definition at line 232 of file shader_glsl.h.

◆ xyz

ret xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB

Definition at line 304 of file shader_glsl.h.

Referenced by Mod_IDP2_Load().

◆ y

EyeVectorFogDepth y = 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0)

Definition at line 172 of file shader_glsl.h.

◆ y2

◆ y5

vec3 y5 = dp_texture2D(Texture_First, TexCoord1.xy + vec2( 0.0, px.y)).rgb

Definition at line 341 of file shader_glsl.h.

◆ z

Definition at line 317 of file shader_glsl.h.

◆ zw

Definition at line 234 of file shader_glsl.h.