1
0
Fork 0
forked from fte/fteqw
fteqw/engine/shaders/glsl/defaultskin.glsl

307 lines
7.8 KiB
Text
Raw Normal View History

!!ver 100 150
!!permu TESS
!!permu FULLBRIGHT
!!permu UPPERLOWER
!!permu FRAMEBLEND
!!permu SKELETAL
!!permu FOG
!!permu BUMP
!!permu REFLECTCUBEMASK
!!cvarf r_glsl_offsetmapping_scale
!!cvarf gl_specular
!!cvardf gl_affinemodels=0
!!cvardf r_tessellation_level=5
!!samps !EIGHTBIT diffuse normalmap specular fullbright upper lower reflectmask reflectcube
!!samps =EIGHTBIT paletted 1
//!!permu VC -- adds rgba vertex colour multipliers
//!!permu SPECULAR -- auto-added when gl_specular>0
//!!permu OFFSETMAPPING -- auto-added when r_glsl_offsetmapping is set
//!!permu NONORMALS -- states that there's no normals available, which affects lighting.
#include "sys/defs.h"
//standard shader used for models.
//must support skeletal and 2-way vertex blending or Bad Things Will Happen.
//the vertex shader is responsible for calculating lighting values.
#if gl_affinemodels==1 && __VERSION__ >= 130
#define affine noperspective
#else
#define affine
#endif
#ifdef NONORMALS //lots of things need normals to work properly. make sure nothing breaks simply because they added an extra texture.
#undef BUMP
#undef SPECULAR
#undef OFFSETMAPPING
#undef REFLECTCUBEMASK
#endif
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
affine varying vec2 tc;
varying vec4 light;
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
varying vec3 eyevector;
#endif
#ifdef REFLECTCUBEMASK
varying mat3 invsurface;
#endif
#ifdef TESS
varying vec3 vertex;
varying vec3 normal;
#endif
void main ()
{
light.rgba = vec4(e_light_ambient, 1.0);
#ifdef NONORMALS
vec3 n, w;
gl_Position = skeletaltransform_w(w);
n = vec3(0.0);
#else
vec3 n, s, t, w;
gl_Position = skeletaltransform_wnst(w,n,s,t);
n = normalize(n);
float d = dot(n,e_light_dir);
if (d < 0.0) //vertex shader. this might get ugly, but I don't really want to make it per vertex.
d = 0.0; //this avoids the dark side going below the ambient level.
light.rgb += (d*e_light_mul);
#endif
#if defined(SPECULAR)||defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
vec3 eyeminusvertex = e_eyepos - w.xyz;
eyevector.x = dot(eyeminusvertex, s.xyz);
eyevector.y = dot(eyeminusvertex, t.xyz);
eyevector.z = dot(eyeminusvertex, n.xyz);
#endif
#ifdef REFLECTCUBEMASK
invsurface[0] = s;
invsurface[1] = t;
invsurface[2] = n;
#endif
tc = v_texcoord;
#ifdef VC
light *= v_colour;
#endif
//FIXME: Software rendering imitation should possibly push out normals by half a pixel or something to approximate software's over-estimation of distant model sizes (small models are drawn using JUST their verticies using the nearest pixel, which results in larger meshes)
#ifdef TESS
normal = n;
vertex = w;
#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[];
affine in vec2 tc[];
affine out vec2 t_tc[];
in vec4 light[];
out vec4 t_light[];
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
in vec3 eyevector[];
out vec3 t_eyevector[];
#endif
#ifdef REFLECTCUBEMASK
in mat3 invsurface[];
out mat3 t_invsurface[];
#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];
t_tc[id] = tc[id];
t_light[id] = light[id];
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
t_eyevector[id] = eyevector[id];
#endif
#ifdef REFLECTCUBEMASK
t_invsurface[id][0] = invsurface[id][0];
t_invsurface[id][1] = invsurface[id][1];
t_invsurface[id][2] = invsurface[id][2];
#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[];
affine in vec2 t_tc[];
affine out vec2 tc;
in vec4 t_light[];
out vec4 light;
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
in vec3 t_eyevector[];
out vec3 eyevector;
#endif
#ifdef REFLECTCUBEMASK
in mat3 t_invsurface[];
out mat3 invsurface;
#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);
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);
//FIXME: we should be recalcing these here, instead of just lerping them
light = LERP(t_light);
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
eyevector = LERP(t_eyevector);
#endif
#ifdef REFLECTCUBEMASK
invsurface[0] = LERP(t_invsurface[0]);
invsurface[1] = LERP(t_invsurface[1]);
invsurface[2] = LERP(t_invsurface[2]);
#endif
gl_Position = m_modelviewprojection * vec4(w,1.0);
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
#if defined(SPECULAR)
uniform float cvar_gl_specular;
#endif
#ifdef OFFSETMAPPING
#include "sys/offsetmapping.h"
#endif
#ifdef EIGHTBIT
#define s_colourmap s_t0
#endif
affine varying vec2 tc;
varying vec4 light;
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
varying vec3 eyevector;
#endif
#ifdef REFLECTCUBEMASK
varying mat3 invsurface;
#endif
void main ()
{
vec4 col, sp;
#ifdef OFFSETMAPPING
vec2 tcoffsetmap = offsetmap(s_normalmap, tc, eyevector);
#define tc tcoffsetmap
#endif
#ifdef EIGHTBIT
vec3 lightlev = light.rgb;
//FIXME: with this extra flag, half the permutations are redundant.
lightlev *= 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.
// lightlev -= 1.0 / 128.0; //software rendering appears to round down, so make sure we favour the lower values instead of rounding to the nearest
col.r = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.r)).r; //do 3 lookups. this is to cope with lit files, would be a waste to not support those.
col.g = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.g)).g; //its not very softwarey, but re-palettizing is ugly.
col.b = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.b)).b; //without lits, it should be identical.
col.a = (pal<1.0)?light.a:0.0;
#else
col = texture2D(s_diffuse, tc);
#ifdef UPPER
vec4 uc = texture2D(s_upper, tc);
col.rgb += uc.rgb*e_uppercolour*uc.a;
#endif
#ifdef LOWER
vec4 lc = texture2D(s_lower, tc);
col.rgb += lc.rgb*e_lowercolour*lc.a;
#endif
#if defined(BUMP) && defined(SPECULAR)
vec3 bumps = normalize(vec3(texture2D(s_normalmap, tc)) - 0.5);
vec4 specs = texture2D(s_specular, tc);
vec3 halfdir = normalize(normalize(eyevector) + e_light_dir);
float spec = pow(max(dot(halfdir, bumps), 0.0), FTE_SPECULAR_EXPONENT * specs.a);
col.rgb += FTE_SPECULAR_MULTIPLIER * spec * specs.rgb;
#elif defined(REFLECTCUBEMASK)
vec3 bumps = vec3(0, 0, 1);
#endif
#ifdef REFLECTCUBEMASK
vec3 rtc = reflect(-eyevector, bumps);
rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2];
rtc = (m_model * vec4(rtc.xyz,0.0)).xyz;
col.rgb += texture2D(s_reflectmask, tc).rgb * textureCube(s_reflectcube, rtc).rgb;
#endif
col *= light * e_colourident;
#ifdef FULLBRIGHT
vec4 fb = texture2D(s_fullbright, tc);
// col.rgb = mix(col.rgb, fb.rgb, fb.a);
col.rgb += fb.rgb * fb.a * e_glowmod.rgb;
#endif
#endif
gl_FragColor = fog4(col);
}
#endif