Replacing ARB shaders: Difference between revisions
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|test.vfp | |||
interaction.vfp | |||
|Unused (?) ARB2 shaders | |Unused (?) ARB2 shaders | ||
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|soft_particle.vfp | |||
cookMath_pass1.vfp | |||
cookMath_pass2.vfp | |||
brightPass_opt.vfp | |||
blurx.vfp | |||
blury.vfp | |||
finalScenePass_opt.vfp | |||
|Shaders to check | |Shaders to check | ||
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} | } | ||
Revision as of 11:45, 27 May 2019
This table should summarize the current state for every ARB shader.
Filename | Type | Status | Replacement | Testing instructions & Comments | |
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heatHazeWithDepth.vfp | Material | OK (2019.05.26) | heatHazeWithDepth.?s | map test/glass
everything behind glass should be warped as you strafe along it | |
environment.vfp | Ambient | OK (2019.05.26) | environment.?s | map test/glass
fake yellow reflections should be visible on the windows | |
bumpyEnvironment.vfp | Ambient | OK (2019.05.27) | bumpyEnvironment.?s | PD2: All the Way Up / setviewpos 4700 -250 -250 / link
Potions should look properly: see t_useGLSL 0, r_uniformTransforms 0 for reference Be sure to check that fake reflection texture is oriented the same way. | |
(fixed pipeline) | Designed for use in the 'old stage' routine (draw_common.cpp) but at some point became the 'default' shader for GUI's, etc | OK (2019.05.26) | oldStage.?s | Check any map (e.g. test/glass) + main menu
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(extra material stages) | Replacement for material stage frob highlight. The ARB2 version does not seem to be used anywhere? | WIP (2019.05.26) | frob.?s | Any map +r_newFrob 1
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(legacy gl texgen's) | Replacement for deprecated texgen code. Material stages TG_SKYBOX_CUBE/TG_WOBBLESKY_CUBE | Stable in 2.07 | cubemap.?s | (insert map name here - Hidden Hands 1?)
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(legacy gl texgen's) | Replacement for deprecated texgen code. Light material "fogLight" | Stable in 2.07 | fog.?s | (insert map name here - Heart of Lone Salvation?)
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(legacy gl texgen's) | Replacement for deprecated texgen code. Light material "blendLight" | Stable in 2.07 | blend.?s | (insert map name here - Closemouthed Shadows?)
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shadow.vp | ARB2 to GLSL manual conversion | Stable in 2.07 | stencilshadow.?s | (insert map name here - Closemouthed Shadows?)
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ambientInteraction.vfp/ambient_cubic_light.vfp | ARB2 to GLSL manual conversion | Stable in 2.07 | ambientInteraction.?s | (insert map name here - Closemouthed Shadows?)
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test_direct.vfp/interaction_direct.vfp/cubic_light_point.vfp/cubic_light_proj.vfp/test_cubic_light_point.vfp/test_cubic_light_proj.vfp | ARB2 to GLSL manual conversion | Stable in 2.07 | interaction.?s | (insert map name here - Closemouthed Shadows?)
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(fixed pipeline) | DepthPass | OK (2019.05.27) | depthAlpha.?s | Check any map (e.g. test/glass).
Used for depth prepass, so if it uses incompatible vertex transform, everything would depth-fight like crazy. |
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test.vfp
interaction.vfp |
Unused (?) ARB2 shaders | ||||
soft_particle.vfp
cookMath_pass1.vfp cookMath_pass2.vfp brightPass_opt.vfp blurx.vfp blury.vfp finalScenePass_opt.vfp |
Shaders to check |
}
Also set the date when you checked it.
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