First, I'm going to assume you know where your shaders pack is and how to open zip files. However, I am not assuming you have a decent text editor. I prefer Notepad++ found here.
In your shaders zip, in the shaders folder you will need to find the two files: gbuffers_weather.fsh and gbuffers_weather.vsh
Change gbuffers_weather.fsh to look like:
Code: Select all
#version 120
uniform sampler2D texture;
uniform sampler2D lightmap;
varying vec4 color;
varying vec4 texcoord;
varying vec4 lmcoord;
void main() {
discard;
gl_FragData[0] = vec4(texture2D(texture, texcoord.st).rgb, texture2D(texture, texcoord.st).a * 0.04f) * color;
gl_FragData[1] = vec4(0.6f);
gl_FragData[2] = vec4(1.0f);
gl_FragData[3] = vec4(1.0f);
/*
//store lightmap in auxilliary texture. r = torch light. g = lightning. b = sky light.
vec3 lightmaptorch = texture2D(lightmap, vec2(lmcoord.s, 0.00f)).rgb;
vec3 lightmapsky = texture2D(lightmap, vec2(0.0f, lmcoord.t)).rgb;
//vec4 lightmap = texture2D(lightmap, lmcoord.st);
vec4 lightmap = vec4(0.0f, 0.0f, 0.0f, 1.0f);
//Separate lightmap types
lightmap.r = dot(lightmaptorch, vec3(1.0f));
lightmap.b = dot(lightmapsky, vec3(1.0f));
*/
gl_FragData[5] = vec4(lightmap.rgb, texture2D(texture, texcoord.st).a * color.a * 0.0f);
gl_FragData[6] = vec4(0.0f, 0.0f, 1.0f, 0.0f);
gl_FragData[7] = vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
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#version 120
varying vec4 color;
varying vec4 texcoord;
varying vec4 lmcoord;
void main() {
gl_Position = ftransform();
color = gl_Color;
texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0;
lmcoord = gl_TextureMatrix[1] * gl_MultiTexCoord1;
}