I think they are improved, I see no visual pixellation/blockiness on Anisotropic filering (set to 0 - no filtering) and it also runs fine, no lag.
3do_shadow.frag
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uniform sampler2DShadow shadowMap;
uniform sampler2D tex0;
varying vec4 light_coord;
varying vec3 normal;
void main()
{
float fog_coef = clamp( (gl_FogFragCoord - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0 );
float shaded = shadow2D( shadowMap, light_coord.xyz ).x;
vec2 test = abs(light_coord.xy - vec2(0.5, 0.5));
if (test.x > 0.15 || test.y > 0.15)
shaded = 1.1;
float diffuse_coef = clamp( dot( normalize(normal), gl_LightSource[0].position.xyz ), 0.0, 1.0 );
vec4 light_eq = diffuse_coef * shaded + gl_LightModel.ambient;
vec4 texture_color = texture2D( tex0, gl_TexCoord[0].xy );
gl_FragColor = vec4(light_eq.rgb, 1.0) * gl_Color * texture_color;
gl_FragColor.rgb = mix( gl_FragColor.rgb, gl_Fog.color.rgb, fog_coef);
}
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varying vec4 light_coord;
uniform mat4 light_Projection;
varying vec3 normal;
void main()
{
gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;
gl_Position = ftransform();
gl_FrontColor = gl_Color;
light_coord = light_Projection * (gl_ModelViewMatrix * gl_Vertex);
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_FogFragCoord = gl_Position.z;
normal = gl_NormalMatrix * gl_Normal;
}
Code: Select all
if (test.x > 0.15 || test.y > 0.15)
EDIT: Going to make an updated version, please stay tuned.....
Im also editing the particles with GIMP.
Pimpin' my ta3d install.
Reminds me of when I screwed up minecraft except that this isn't screwin' up.