Fix ancient-remains foliage that uses alphaGen portal#1965
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slipher wants to merge 2 commits intoDaemonEngine:masterfrom
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Fix ancient-remains foliage that uses alphaGen portal#1965slipher wants to merge 2 commits intoDaemonEngine:masterfrom
slipher wants to merge 2 commits intoDaemonEngine:masterfrom
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For alphaGen portal, a "portal" shader was used, which was like the "generic" shader but with most features removed. Instead of that, move alphaGen portal support to the "generic" shader so that it can be combined with other features. This fixes the ancient-remains foliage which uses alphaGen portal to fade out when the camera is close, but also needs alpha testing which was not supported in the "portal" shader. (Also it's vertex-lit so it should use overbright.) I added back the capability for the "generic" shader to do vertex lighting, but the implementation is simpler than before.
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Oh that's very nice! I do remember having to disable the keywords in some WIP ports of the maps long time ago.<<<
At some point we may give it a more meaningful name, like |
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Move the
alphaGen portalimplementation from theportalshader to thegenericone. This allows it to be combined with other features such as alpha testing. Fixes the grass texture on map ancient-remains that uses this alphagen trick to fade when the camera is close. Turns out portals are not the best use case of alphagen portal!2026-05-05.13-00-07.mp4
Also this change makes the black lines on the Pulse portal screens thinner, which matches Tremulous behavior. Maybe the
portalshader (now being NUKED because implementing the alphagen was its only purpose) also didn't have texture coordinates set up right.