|
|
SRB2 has basic support for mods that replace the GLSL vertex and fragment shaders used by the OpenGL renderer. Currently shader mods apply to the entire game. Level-specific or character-specific shaders, for example, are not supported by the current shader system. NOTE: As the OpenGL renderer in SRB2 is developed further, the shader system may get changed and the backward compatibility has not been decided. **This guide was written for SRB2 version 2.2.8.**
|
|
|
|
|
|
A shader mod consists of a configuration file and one or more shader source files. For WADs the configuration is stored inside a lump called `SHADERS` and for PK3s it's stored in a `SHADERS.cfg` file on the root of the package. In WADs the shader sources are in lumps whose names begin with `SH_` and in PK3s the source filenames must start with `sh_` and be placed in a folder named `Shaders`.
|
|
|
A shader mod consists of a configuration file and one or more shader source files. For WADs the configuration is stored inside a lump called `SHADERS` and for PK3s it's stored in a `SHADERS` file on the root of the package. In WADs the shader sources are in lumps whose names begin with `SH_` and in PK3s the source filenames must start with `sh_` and be placed in a folder named `Shaders`.
|
|
|
|
|
|
## Configuration file
|
|
|
|
... | ... | |