Replacing ARB shaders

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Revision as of 11:32, 27 May 2019 by Duzenko (talk | contribs)
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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

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


(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?)


(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?)


(legacy gl texgen's) Replacement for deprecated texgen code. Light material "blendLight" Stable in 2.07 blend.?s (insert map name here - Closemouthed Shadows?)


shadow.vp ARB2 to GLSL manual conversion Stable in 2.07 stencilshadow.?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.


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.