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2704e9d0e9
Quake 3 package was missing GPU shaders entirely. With these in place, the engine boots quake3 successfully: pak0 loads, BSP parses, lightmap atlas and geometry build, and shaders compile/bind correctly on the Vulkan path. bsp.vert: matches BspRenderVertex layout (position/uv/lmuv/normal) and re-uses the existing VertexUniformData uniform block from the seed pipeline so no C++ changes are needed. bsp.frag: classic Q3 model — albedo × lightmap × overbright + ambient. Skips PBR / shadow mapping entirely; Q3's baked lightmaps already encode direct + bounce lighting and shadowing. Q3 shader-script effects (animated sky, scrolling water, env-mapped chrome) render flat — adding them is a follow-up. SPIR-V only for now (Windows/Vulkan/D3D12 via SDL3 cross-compile). MSL and DXIL still missing for Mac/native-D3D12 paths. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>