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InsideQC Forums • View topic - FTEQW: custom GLSL support?

FTEQW: custom GLSL support?

Discuss programming topics for the various GPL'd game engine sources.

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FTEQW: custom GLSL support?

Postby JasonX » Sun Aug 28, 2011 12:27 am

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Postby Spike » Sun Aug 28, 2011 1:34 am

example of custom glsl on particle effects:

FTE uses a shader with the name "lightpass" for its rtlights. Use $diffuse or $specular or $normalmap as a texture to use the surface's regular textures.

FTE's shader system does not have the same single-pass limitation as DP's shader system. Part of this means that it does not have a single master glsl file. However, glsl effects are fully replaceable on any individual shader - and everything is drawn with a shader in FTE. Know the name and you can replace it.


Frankly, a couple of things are still subject to change, like the default shaders that are currently generated. It is possible to name a glsl script in a separate file, but the syntax is going to change because the current stuff breaks horribly when using glsl shaders at the same time as d3d.
.
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