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fteqw/engine/shaders/hlsl9/defaultwall.hlsl

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win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
//!!ver 100 150
//!!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
!!samps diffuse fullbright lightmap
#undef SPECULAR
//#include "sys/defs.h"
#define vec4 float4
#define vec3 float3
#define vec2 float2
#define texture2D tex2D
#define mat3 float3x3
#define mat4 float4x4
struct a2v
{
vec4 v_position : POSITION;
vec2 v_texcoord : TEXCOORD0;
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
vec3 v_normal : NORMAL;
vec3 v_svector : TANGENT;
vec3 v_tvector : BINORMAL;
#endif
#ifdef VERTEXLIT
vec4 v_colour : COLOR0;
#else
vec2 v_lmcoord : TEXCOORD1;
#endif
};
struct v2f
{
#ifndef FRAGMENT_SHADER
vec4 pos: POSITION;
#endif
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK) || defined(FOG)
vec3 eyevector : TEXCOORD4;
#endif
#if defined(REFLECTCUBEMASK) || defined(BUMPMODELSPACE)
mat3 invsurface : TEXCOORD5;
#endif
#ifdef VERTEXLIT
vec2 tclm : TEXCOORD0;
#else
vec4 tclm : TEXCOORD0;
#endif
vec4 vc : COLOR0;
#ifndef VERTEXLIT
#ifdef LIGHTSTYLED
//we could use an offset, but that would still need to be per-surface which would break batches
//fixme: merge attributes?
vec2 lm1 : TEXCOORD1, lm2 : TEXCOORD2, lm3 : TEXCOORD3;
#endif
#endif
};
//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"
#ifdef VERTEX_SHADER
float4x4 m_modelviewprojection;
float4x4 m_modelview;
vec3 e_eyepos;
vec4 e_lmscale;
v2f main (a2v inp)
{
v2f outp;
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
vec3 eyeminusvertex = e_eyepos - inp.v_position.xyz;
outp.eyevector.x = dot(eyeminusvertex, inp.v_svector.xyz);
outp.eyevector.y = dot(eyeminusvertex, inp.v_tvector.xyz);
outp.eyevector.z = dot(eyeminusvertex, inp.v_normal.xyz);
#elif defined(FOG)
outp.eyevector = mul(m_modelview, inp.v_position);
#endif
#if defined(REFLECTCUBEMASK) || defined(BUMPMODELSPACE)
outp.invsurface[0] = inp.v_svector;
outp.invsurface[1] = inp.v_tvector;
outp.invsurface[2] = inp.v_normal;
#endif
outp.tclm.xy = inp.v_texcoord;
#ifdef FLOW
// outp.tclm.x += e_time * -0.5;
#endif
#ifdef VERTEXLIT
#ifdef LIGHTSTYLED
//FIXME, only one colour.
outp.vc = inp.v_colour * e_lmscale[0];
#else
outp.vc = inp.v_colour * e_lmscale;
#endif
#else
outp.vc = e_lmscale;
outp.tclm.zw = inp.v_lmcoord;
#ifdef LIGHTSTYLED
outp.lm1 = inp.v_lmcoord2;
outp.lm2 = inp.v_lmcoord3;
outp.lm3 = inp.v_lmcoord4;
#endif
#endif
outp.pos = mul(m_modelviewprojection, inp.v_position);
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
sampler s_diffuse : register(s0);
//sampler s_normalmap;
//sampler s_specular;
//sampler s_upper;
//sampler s_lower;
sampler s_fullbright : register(s1);
//sampler s_paletted;
//sampler s_reflectcube;
//sampler s_reflectmask;
sampler s_lightmap : register(s2);
//sampler s_deluxmap;
//samplers
#define s_colourmap s_t0
//sampler2D s_colourmap;
//vec4 e_lmscale;
vec4 e_colourident;
#ifdef OFFSETMAPPING
#include "sys/offsetmapping.h"
#endif
vec4 main (v2f inp) : COLOR0
{
vec4 gl_FragColor;
#define tc (inp.tclm.xy)
#define lm0 (inp.tclm.zw)
//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 = inp.vc.rgb;
#else
vec3 lightmaps = inp.vc.rgb;
#endif
#define delux vec3(0.0,0.0,1.0)
#else
#ifdef LIGHTSTYLED
#error foobar
#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).rgb;
//modulate by the bumpmap dot light
#ifdef DELUXE
#error foobar
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
lightmaps *= inp.vc.rgb;
#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
vec4 fb = texture2D(s_fullbright, tc);
gl_FragColor.rgb += fb.rgb*fb.a;
#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, length(inp.eyevector));
#endif
return gl_FragColor;
}
#endif