this makes more sense
authorhgn <hgodden00@gmail.com>
Tue, 8 Aug 2023 19:55:26 +0000 (20:55 +0100)
committerhgn <hgodden00@gmail.com>
Tue, 8 Aug 2023 19:55:26 +0000 (20:55 +0100)
ent_challenge.c
maps_src/mp_spawn/main.mdl
shaders/scene_font.h

index b01e4902e20b49b901ade4ebb51ada83da720d67..6f031bacc1ce93f634b3b2aefdf60fe406e28a8c 100644 (file)
@@ -92,9 +92,19 @@ VG_STATIC void ent_challenge_call( world_instance *world, ent_call *call ){
    }
    else if( call->function == 2 ){
       challenge->flags &= ~k_ent_challenge_hidden;
+
+      if( mdl_entity_id_type( challenge->id_next ) == k_ent_challenge ){
+         call->id = challenge->id_next;
+         entity_call( world, call );
+      }
    }
    else if( call->function == 3 ){
       challenge->flags |=  k_ent_challenge_hidden;
+
+      if( mdl_entity_id_type( challenge->id_next ) == k_ent_challenge ){
+         call->id = challenge->id_next;
+         entity_call( world, call );
+      }
    }
    else {
       vg_print_backtrace();
index 6acac827112e9de92f7721115b0cab679138c8e1..70e0724743bee5018dfcde1474c9a44b09a0380c 100644 (file)
Binary files a/maps_src/mp_spawn/main.mdl and b/maps_src/mp_spawn/main.mdl differ
index 747175a6f9ca6b0913ce1f59e5130a830165f955..8a2555d1e61d50e09676f846e9551dde7dec800d 100644 (file)
@@ -65,7 +65,7 @@ static struct vg_shader _shader_scene_font = {
 .orig_file = "shaders/scene_font.fs",
 .static_src = 
 "uniform sampler2D uTexGarbage; // unused\n"
-"uniform sampler2D uTexMain;\n"
+"uniform sampler2D uTexMain;    // unused\n"
 "uniform vec3 uCamera;\n"
 "uniform float uTime;\n"
 "uniform float uOpacity;\n"
@@ -431,15 +431,14 @@ static struct vg_shader _shader_scene_font = {
 "#line     10        0 \n"
 "\n"
 "vec3 pal( float t ){\n"
-"   vec3 a = vec3(0.3,0.3,0.3);\n"
-"   vec3 b = vec3(1.00,1.0,1.0);\n"
+"   vec3 a = vec3(0.30,0.3,0.3);\n"
+"   vec3 b = vec3(0.8);\n"
 "   vec3 c = vec3(0.28,0.3,0.4);\n"
 "   vec3 d = vec3(0.00,0.1,0.1);\n"
 "   return a + b*cos( 6.28318*(c*t+d) );\n"
 "}\n"
 "\n"
-"void main()\n"
-"{\n"
+"void main(){\n"
 "   compute_motion_vectors();\n"
 "\n"
 "   vec3 vfrag = vec3(0.5,0.5,0.5);\n"
@@ -457,12 +456,11 @@ static struct vg_shader _shader_scene_font = {
 "   vec4 v1 = step( vec4(0.5), fract(vec4(a) + spread1) );\n"
 "\n"
 "   float d = ( v0.x+v0.y+v0.z+v0.w +\n"
-"               v1.x+v1.y+v1.z+v1.w ) * 0.0625;\n"
+"               v1.x+v1.y+v1.z+v1.w ) * 0.125f;\n"
 "   \n"
 "   float dither = fract(dot(vec2(171.0,231.0),gl_FragCoord.xy)/71.0);\n"
-"   const float STEPS = 8.;\n"
-"   float x = d*0.8+length(p)*0.2;\n"
-"   x = (floor(x * STEPS) + step(dither, fract(x * STEPS))) / STEPS;\n"
+"   float x = d*0.8+length(p)*0.3;\n"
+"   x = (floor(x*8.0) + step(dither, fract(x * 8.0))) / 8.0;\n"
 "\n"
 "   if( x + (uOpacity*2.0-1.0) < 0.5 ) \n"
 "      discard;\n"
@@ -473,8 +471,8 @@ static struct vg_shader _shader_scene_font = {
 "      vfrag = vec3(0.5);\n"
 "   }\n"
 "\n"
-"   vec3 litfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
-"   oColour = vec4( litfrag, 1.0 );\n"
+"   vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
+"   oColour = vec4( vfrag, 1.0 );\n"
 "}\n"
 ""},
 };