Replacing ARB shaders: Difference between revisions
Added all remaining "heatHaze" shaders, "rotoedge" and two variants of "ambientEnvironment" --- all as TODO |
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|rotoedge.?s | |rotoedge.?s | ||
|TODO (search in WS3 or WS4) | |TODO (search in WS3 or WS4) | ||
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|fresnel.vfp | |||
|Material | |||
|TODO | |||
|fresnel.?s | |||
|TODO (search water in AC1) | |||
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Revision as of 17:53, 5 September 2019
This table should summarize the current state for every ARB shader.
Filename | Type | Status | Replacement | Testing instructions & Comments | |
---|---|---|---|---|---|
heatHazeWithDepth.vfp | Material | OK (2019.05.26) | heatHazeWithDepth.?s | map test/glass
everything behind glass should be warped as you strafe along it | |
heatHazeWithAlphaDepth.vfp | Material | TODO | heatHazeWithAlphaDepth.?s | TODO (perhaps overriden version used in FMs) | |
heatHaze.vfp | Material | TODO | heatHaze.?s | TODO (maybe in AC1?) | |
heatHazeWithMask.vfp | Material | TODO | heatHazeWithMask.?s | TODO (maybe check water) | |
HeatHazeWithMaskAndDepth.vfp | Material | TODO | HeatHazeWithMaskAndDepth.?s | TODO (maybe check water) | |
heatHazeWithMaskAndBlur.vfp | Material | TODO | heatHazeWithMaskAndBlur.?s | TODO (search in water and/or AC1) | |
heatHazeWithMaskAndVertex.vfp | Material | TODO | heatHazeWithMaskAndVertex.?s | TODO (is it used anywhere at all?) | |
ambientEnvironment.vfp | Material | TODO | ambientEnvironment.?s | TODO (seems to be used in many materials) | |
ambientEnvVertexBlend.vfp | Material | TODO | ambientEnvVertexBlend.?s | TODO (search in NHAT or cathedral) | |
rotoedge.vfp | Material | TODO | rotoedge.?s | TODO (search in WS3 or WS4) | |
fresnel.vfp | Material | TODO | fresnel.?s | TODO (search water in AC1) | |
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 | |
(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?)
| |
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?) | |
(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 |
List of shader Types:
- Material: shader filename is referenced in a stage of stock material definition.
- Currently, each of these shaders exists in both ARB and GLSL version, and GLSL version is used only if r_forceGlglPrograms is set.
- FM: shader supplied or overrided by a particular FM --- most likely, specified in material definition.
- Ambient: shader is loaded directly by C++ code and used during rendering, independent of any light source.
- Interaction: shader is loaded directly by C++ code and used during rendering, in a light-surface interaction.
- Postprocessing: shader used for full-screen effects after main rendering is over.
This post explains different modes for testing.
In order to set OK Status to a shader, please check that it works properly with following settings:
- r_useGLSL 1
- r_forceGlslPrograms 1 (this is more complicated...)
- r_uniformTransforms 0 and 1 (both cases)
Also set the date when you checked it.
Replacement should specify which files contain the equivalent or superseding code in GLSL.
If the replacing code is active only with some settings, write those settings under filename.
Testing instructions must explain how to properly test this shader to ensure that replacement works correctly.
Write exact FM/map, coordinates, settings, what to see/expect, etc.