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fteqw/engine/shaders/glsl/defaultwall.glsl

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!!ver 100 150
!!permu TESS
!!permu DELUXE
!!permu FULLBRIGHT
!!permu FOG
!!permu LIGHTSTYLED
!!permu BUMP
!!permu SPECULAR
!!permu REFLECTCUBEMASK
!!cvarf r_glsl_offsetmapping_scale
!!cvardf r_tessellation_level=5
!!samps diffuse lightmap specular normalmap fullbright reflectmask reflectcube paletted lightmap1 lightmap2 lightmap3
#include "sys/defs.h"
//this is what normally draws all of your walls, even with rtlights disabled
//note that the '286' preset uses drawflat_walls instead.
#include "sys/fog.h"
#if !defined(TESS_CONTROL_SHADER)
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
varying vec3 eyevector;
#endif
#if defined(REFLECTCUBEMASK) || defined(BUMPMODELSPACE)
varying mat3 invsurface;
#endif
varying vec2 tc;
#ifdef VERTEXLIT
varying vec4 vc;
#else
#ifdef LIGHTSTYLED
//we could use an offset, but that would still need to be per-surface which would break batches
//fixme: merge attributes?
varying vec2 lm0, lm1, lm2, lm3;
#else
varying vec2 lm0;
#endif
#endif
#endif
#ifdef VERTEX_SHADER
#ifdef TESS
varying vec3 vertex, normal;
#endif
void main ()
{
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
vec3 eyeminusvertex = e_eyepos - v_position.xyz;
eyevector.x = dot(eyeminusvertex, v_svector.xyz);
eyevector.y = dot(eyeminusvertex, v_tvector.xyz);
eyevector.z = dot(eyeminusvertex, v_normal.xyz);
#endif
#if defined(REFLECTCUBEMASK) || defined(BUMPMODELSPACE)
invsurface[0] = v_svector;
invsurface[1] = v_tvector;
invsurface[2] = v_normal;
#endif
tc = v_texcoord;
#ifdef FLOW
tc.s += e_time * -0.5;
#endif
#ifdef VERTEXLIT
#ifdef LIGHTSTYLED
//FIXME, only one colour.
vc = v_colour * e_lmscale[0];
#else
vc = v_colour * e_lmscale;
#endif
#else
lm0 = v_lmcoord;
#ifdef LIGHTSTYLED
lm1 = v_lmcoord2;
lm2 = v_lmcoord3;
lm3 = v_lmcoord4;
#endif
#endif
gl_Position = ftetransform();
#ifdef TESS
vertex = v_position;
normal = v_normal;
#endif
}
#endif
#if defined(TESS_CONTROL_SHADER)
layout(vertices = 3) out;
in vec3 vertex[];
out vec3 t_vertex[];
in vec3 normal[];
out vec3 t_normal[];
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
in vec3 eyevector[];
out vec3 t_eyevector[];
#endif
#ifdef REFLECTCUBEMASK
in mat3 invsurface[];
out mat3 t_invsurface[];
#endif
in vec2 tc[];
out vec2 t_tc[];
#ifdef VERTEXLIT
in vec4 vc[];
out vec4 t_vc[];
#else
in vec2 lm0[];
out vec2 t_lm0[];
#ifdef LIGHTSTYLED
in vec2 lm1[], lm2[], lm3[];
out vec2 t_lm1[], t_lm2[], t_lm3[];
#endif
#endif
void main()
{
//the control shader needs to pass stuff through
#define id gl_InvocationID
t_vertex[id] = vertex[id];
t_normal[id] = normal[id];
#ifdef REFLECTCUBEMASK
t_invsurface[id] = invsurface[id];
#endif
t_tc[id] = tc[id];
#ifdef VERTEXLIT
t_vc[id] = vc[id];
#else
t_lm0[id] = lm0[id];
#ifdef LIGHTSTYLED
t_lm1[id] = lm1[id];
t_lm2[id] = lm2[id];
t_lm3[id] = lm3[id];
#endif
#endif
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
t_eyevector[id] = eyevector[id];
#endif
gl_TessLevelOuter[0] = float(r_tessellation_level);
gl_TessLevelOuter[1] = float(r_tessellation_level);
gl_TessLevelOuter[2] = float(r_tessellation_level);
gl_TessLevelInner[0] = float(r_tessellation_level);
}
#endif
#if defined(TESS_EVALUATION_SHADER)
layout(triangles) in;
in vec3 t_vertex[];
in vec3 t_normal[];
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
in vec3 t_eyevector[];
#endif
#ifdef REFLECTCUBEMASK
in mat3 t_invsurface[];
#endif
in vec2 t_tc[];
#ifdef VERTEXLIT
in vec4 t_vc[];
#else
#ifdef LIGHTSTYLED
//we could use an offset, but that would still need to be per-surface which would break batches
//fixme: merge attributes?
in vec2 t_lm0[], t_lm1[], t_lm2[], t_lm3[];
#else
in vec2 t_lm0[];
#endif
#endif
#define LERP(a) (gl_TessCoord.x*a[0] + gl_TessCoord.y*a[1] + gl_TessCoord.z*a[2])
void main()
{
#define factor 1.0
tc = LERP(t_tc);
#ifdef VERTEXLIT
vc = LERP(t_vc);
#else
lm0 = LERP(t_lm0);
#ifdef LIGHTSTYLED
lm1 = LERP(t_lm1);
lm2 = LERP(t_lm2);
lm3 = LERP(t_lm3);
#endif
#endif
vec3 w = LERP(t_vertex);
vec3 t0 = w - dot(w-t_vertex[0],t_normal[0])*t_normal[0];
vec3 t1 = w - dot(w-t_vertex[1],t_normal[1])*t_normal[1];
vec3 t2 = w - dot(w-t_vertex[2],t_normal[2])*t_normal[2];
w = w*(1.0-factor) + factor*(gl_TessCoord.x*t0+gl_TessCoord.y*t1+gl_TessCoord.z*t2);
#if defined(PCF) || defined(SPOT) || defined(CUBE)
//for texture projections/shadowmapping on dlights
vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));
#endif
//FIXME: we should be recalcing these here, instead of just lerping them
#ifdef REFLECTCUBEMASK
invsurface = LERP(t_invsurface);
#endif
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
eyevector = LERP(t_eyevector);
#endif
gl_Position = m_modelviewprojection * vec4(w,1.0);
}
#endif
#ifdef FRAGMENT_SHADER
//samplers
#define s_colourmap s_t0
uniform sampler2D s_colourmap;
#ifdef OFFSETMAPPING
#include "sys/offsetmapping.h"
#endif
void main ()
{
//adjust texture coords for offsetmapping
#ifdef OFFSETMAPPING
vec2 tcoffsetmap = offsetmap(s_normalmap, tc, eyevector);
#define tc tcoffsetmap
#endif
#if defined(EIGHTBIT) && !defined(LIGHTSTYLED)
//optional: round the lightmap coords to ensure all pixels within a texel have different lighting values either. it just looks wrong otherwise.
//don't bother if its lightstyled, such cases will have unpredictable correlations anyway.
//FIXME: this rounding is likely not correct with respect to software rendering. oh well.
#if __VERSION__ >= 130
vec2 lmsize = vec2(textureSize(s_lightmap0, 0));
#else
#define lmsize vec2(128.0,2048.0)
#endif
#define texelstolightmap (16.0)
vec2 lmcoord0 = floor(lm0 * lmsize*texelstolightmap)/(lmsize*texelstolightmap);
#define lm0 lmcoord0
#endif
//yay, regular texture!
gl_FragColor = texture2D(s_diffuse, tc);
#if defined(BUMP) && (defined(DELUXE) || defined(SPECULAR) || defined(REFLECTCUBEMASK))
vec3 norm = normalize(texture2D(s_normalmap, tc).rgb - 0.5);
#elif defined(SPECULAR) || defined(DELUXE) || defined(REFLECTCUBEMASK)
vec3 norm = vec3(0, 0, 1); //specular lighting expects this to exist.
#endif
//modulate that by the lightmap(s) including deluxemap(s)
#ifdef VERTEXLIT
#ifdef LIGHTSTYLED
vec3 lightmaps = vc.rgb;
#else
vec3 lightmaps = vc.rgb;
#endif
#define delux vec3(0.0,0.0,1.0)
#else
#ifdef LIGHTSTYLED
#define delux vec3(0.0,0.0,1.0)
vec3 lightmaps;
#ifdef DELUXE
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(norm, 2.0*texture2D(s_deluxmap0, lm0).rgb-0.5);
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(norm, 2.0*texture2D(s_deluxmap1, lm1).rgb-0.5);
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(norm, 2.0*texture2D(s_deluxmap2, lm2).rgb-0.5);
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(norm, 2.0*texture2D(s_deluxmap3, lm3).rgb-0.5);
#else
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb;
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb;
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb;
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb;
#endif
#else
vec3 lightmaps = (texture2D(s_lightmap, lm0) * e_lmscale).rgb;
//modulate by the bumpmap dot light
#ifdef DELUXE
vec3 delux = (texture2D(s_deluxmap, lm0).rgb-0.5);
#ifdef BUMPMODELSPACE
delux = normalize(delux*invsurface);
#else
lightmaps *= 2.0 / max(0.25, delux.z); //counter the darkening from deluxmaps
#endif
lightmaps *= dot(norm, delux);
#else
#define delux vec3(0.0,0.0,1.0)
#endif
#endif
#endif
//add in specular, if applicable.
#ifdef SPECULAR
vec4 specs = texture2D(s_specular, tc);
vec3 halfdir = normalize(normalize(eyevector) + delux); //this norm should be the deluxemap info instead
float spec = pow(max(dot(halfdir, norm), 0.0), FTE_SPECULAR_EXPONENT * specs.a);
spec *= FTE_SPECULAR_MULTIPLIER;
//NOTE: rtlights tend to have a *4 scaler here to over-emphasise the effect because it looks cool.
//As not all maps will have deluxemapping, and the double-cos from the light util makes everything far too dark anyway,
//we default to something that is not garish when the light value is directly infront of every single pixel.
//we can justify this difference due to the rtlight editor etc showing the *4.
gl_FragColor.rgb += spec * specs.rgb;
#endif
#ifdef REFLECTCUBEMASK
vec3 rtc = reflect(normalize(-eyevector), norm);
rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2];
rtc = (m_model * vec4(rtc.xyz,0.0)).xyz;
gl_FragColor.rgb += texture2D(s_reflectmask, tc).rgb * textureCube(s_reflectcube, rtc).rgb;
#endif
#ifdef EIGHTBIT //FIXME: with this extra flag, half the permutations are redundant.
lightmaps *= 0.5; //counter the fact that the colourmap contains overbright values and logically ranges from 0 to 2 intead of to 1.
float pal = texture2D(s_paletted, tc).r; //the palette index. hopefully not interpolated.
lightmaps -= 1.0 / 128.0; //software rendering appears to round down, so make sure we favour the lower values instead of rounding to the nearest
gl_FragColor.r = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.r)).r; //do 3 lookups. this is to cope with lit files, would be a waste to not support those.
gl_FragColor.g = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.g)).g; //its not very softwarey, but re-palettizing is ugly.
gl_FragColor.b = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.b)).b; //without lits, it should be identical.
#else
//now we have our diffuse+specular terms, modulate by lightmap values.
gl_FragColor.rgb *= lightmaps.rgb;
//add on the fullbright
#ifdef FULLBRIGHT
gl_FragColor.rgb += texture2D(s_fullbright, tc).rgb;
#endif
#endif
//entity modifiers
gl_FragColor = gl_FragColor * e_colourident;
#if defined(MASK)
#if defined(MASKLT)
if (gl_FragColor.a < MASK)
discard;
#else
if (gl_FragColor.a >= MASK)
discard;
#endif
gl_FragColor.a = 1.0; //alpha blending AND alpha testing usually looks stupid, plus it screws up our fog.
#endif
//and finally hide it all if we're fogged.
#ifdef FOG
gl_FragColor = fog4(gl_FragColor);
#endif
}
#endif