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Add the vmt-specific glsl files to the hl2 plugin.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6116 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2021-11-08 08:47:27 +00:00
parent 4d00fd72b5
commit 1d1f2ad526
9 changed files with 1509 additions and 13 deletions

8
plugins/hl2/Makefile Normal file
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all: mat_vmt_progs.h
VMTPROGSBASE=lightmapped refract transition unlit vertexlit water
VMTPROGS:=$(foreach p,$(VMTPROGSBASE),vmt/$p)
VMTPROGSFILES:=$(foreach p,$(VMTPROGS),glsl/$p.glsl)
mat_vmt_progs.h: $(VMTPROGSFILES)
../../engine/shaders/generatebuiltinsl $@ $(VMTPROGS)

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!!ver 110
!!permu FOG
!!permu BUMP
!!permu LIGHTSTYLED
!!permu REFLECTCUBEMASK
!!samps diffuse
!!samps lightmap
!!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3
!!samps =BUMP normalmap
// envmaps only
!!samps =REFLECTCUBEMASK reflectmask reflectcube
!!permu FAKESHADOWS
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
#include "sys/defs.h"
varying vec2 tex_c;
varying vec2 lm0;
#ifdef LIGHTSTYLED
varying vec2 lm1, lm2, lm3;
#endif
#ifdef FAKESHADOWS
varying vec4 vtexprojcoord;
#endif
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
varying vec3 eyevector;
varying mat3 invsurface;
#endif
#ifdef VERTEX_SHADER
void lightmapped_init(void)
{
lm0 = v_lmcoord;
#ifdef LIGHTSTYLED
lm1 = v_lmcoord2;
lm2 = v_lmcoord3;
lm3 = v_lmcoord4;
#endif
}
void main ()
{
lightmapped_init();
tex_c = v_texcoord;
gl_Position = ftetransform();
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
invsurface = mat3(v_svector, v_tvector, v_normal);
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
#ifdef FAKESHADOWS
vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));
#endif
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
#ifdef FAKESHADOWS
#include "sys/pcf.h"
#endif
#ifdef LIGHTSTYLED
#define LIGHTMAP0 texture2D(s_lightmap0, lm0).rgb
#define LIGHTMAP1 texture2D(s_lightmap1, lm1).rgb
#define LIGHTMAP2 texture2D(s_lightmap2, lm2).rgb
#define LIGHTMAP3 texture2D(s_lightmap3, lm3).rgb
#else
#define LIGHTMAP texture2D(s_lightmap, lm0).rgb
#endif
vec3 lightmap_fragment()
{
vec3 lightmaps;
#ifdef LIGHTSTYLED
lightmaps = LIGHTMAP0 * e_lmscale[0].rgb;
lightmaps += LIGHTMAP1 * e_lmscale[1].rgb;
lightmaps += LIGHTMAP2 * e_lmscale[2].rgb;
lightmaps += LIGHTMAP3 * e_lmscale[3].rgb;
#else
lightmaps = LIGHTMAP * e_lmscale.rgb;
#endif
/* the light we're getting is always too bright */
lightmaps *= 0.75;
/* clamp at 1.5 */
if (lightmaps.r > 1.5)
lightmaps.r = 1.5;
if (lightmaps.g > 1.5)
lightmaps.g = 1.5;
if (lightmaps.b > 1.5)
lightmaps.b = 1.5;
return lightmaps;
}
void main (void)
{
vec4 diffuse_f;
diffuse_f = texture2D(s_diffuse, tex_c);
#ifdef MASKLT
if (diffuse_f.a < float(MASK))
discard;
#endif
#ifdef FAKESHADOWS
diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
/* deluxemapping isn't working on Source BSP yet */
diffuse_f.rgb *= lightmap_fragment();
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
/* We currently only use the normal/bumpmap for cubemap warping. move this block out once we do proper radiosity normalmapping */
#ifdef BUMP
/* Source's normalmaps are in the DX format where the green channel is flipped */
vec4 normal_f = texture2D(s_normalmap, tex_c);
normal_f.g *= -1.0;
normal_f.rgb = normalize(normal_f.rgb - 0.5);
#else
vec4 normal_f = vec4(0.0,0.0,1.0,0.0);
#endif
#if defined(ENVFROMMASK)
/* We have a dedicated reflectmask */
#define refl texture2D(s_reflectmask, tex_c).r
#else
/* when ENVFROMBASE is set or a normal isn't present, we're getting the reflectivity info from the diffusemap's alpha channel */
#if defined(ENVFROMBASE) || !defined(BUMP)
#define refl 1.0 - diffuse_f.a
#else
#define refl normal_f.a * 0.5
#endif
#endif
vec3 cube_c = reflect(normalize(-eyevector), normal_f.rgb);
cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];
cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
diffuse_f.rgb += (textureCube(s_reflectcube, cube_c).rgb * vec3(refl,refl,refl));
#endif
gl_FragColor = fog4(diffuse_f);
}
#endif

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!!ver 110
!!samps diffuse
!!samps =BUMP normalmap
!!samps =REFLECTCUBEMASK reflectmask reflectcube
!!samps refraction=0
#include "sys/defs.h"
varying vec2 tex_c;
varying mat3 invsurface;
varying vec4 tf_c;
varying vec3 eyeminusvertex;
#ifdef VERTEX_SHADER
void main ()
{
invsurface[0] = v_svector;
invsurface[1] = v_tvector;
invsurface[2] = v_normal;
tf_c = ftetransform();
tex_c = v_texcoord;
gl_Position = tf_c;
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
void main ( void )
{
vec2 refl_c;
vec3 refr_f;
vec3 norm_f;
vec4 out_f = vec4( 1.0, 1.0, 1.0, 1.0 );
norm_f = ( texture2D( s_normalmap, tex_c).xyz);
norm_f.g *= -1.0;
norm_f = normalize( norm_f );
// Reflection/View coordinates
refl_c = ( 1.0 + ( tf_c.xy / tf_c.w ) ) * 0.5;
refr_f = texture2D(s_refraction, refl_c + (norm_f.st) ).rgb;
out_f.rgb = refr_f * texture2D(s_diffuse, tex_c).rgb;
gl_FragColor = out_f;
}
#endif

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!!ver 110
!!permu FOG
!!permu BUMP
!!permu LIGHTSTYLED
!!permu REFLECTCUBEMASK
!!permu UPPERLOWER
!!samps diffuse upper
!!samps lightmap
!!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3
!!samps =BUMP normalmap
// envmaps only
!!samps =REFLECTCUBEMASK reflectmask reflectcube
!!permu FAKESHADOWS
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
#include "sys/defs.h"
varying vec2 tex_c;
varying vec4 vex_color;
varying vec2 lm0;
#ifdef LIGHTSTYLED
varying vec2 lm1, lm2, lm3;
#endif
#ifdef FAKESHADOWS
varying vec4 vtexprojcoord;
#endif
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
varying vec3 eyevector;
varying mat3 invsurface;
#endif
#ifdef VERTEX_SHADER
void lightmapped_init(void)
{
lm0 = v_lmcoord;
#ifdef LIGHTSTYLED
lm1 = v_lmcoord2;
lm2 = v_lmcoord3;
lm3 = v_lmcoord4;
#endif
}
void main ()
{
lightmapped_init();
tex_c = v_texcoord;
gl_Position = ftetransform();
vex_color = v_colour;
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
invsurface = mat3(v_svector, v_tvector, v_normal);
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
#ifdef FAKESHADOWS
vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));
#endif
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
#ifdef FAKESHADOWS
#include "sys/pcf.h"
#endif
#ifdef LIGHTSTYLED
#define LIGHTMAP0 texture2D(s_lightmap0, lm0).rgb
#define LIGHTMAP1 texture2D(s_lightmap1, lm1).rgb
#define LIGHTMAP2 texture2D(s_lightmap2, lm2).rgb
#define LIGHTMAP3 texture2D(s_lightmap3, lm3).rgb
#else
#define LIGHTMAP texture2D(s_lightmap, lm0).rgb
#endif
vec3 lightmap_fragment()
{
vec3 lightmaps;
#ifdef LIGHTSTYLED
lightmaps = LIGHTMAP0 * e_lmscale[0].rgb;
lightmaps += LIGHTMAP1 * e_lmscale[1].rgb;
lightmaps += LIGHTMAP2 * e_lmscale[2].rgb;
lightmaps += LIGHTMAP3 * e_lmscale[3].rgb;
#else
lightmaps = LIGHTMAP * e_lmscale.rgb;
#endif
/* the light we're getting is always too bright */
lightmaps *= 0.75;
/* clamp at 1.5 */
if (lightmaps.r > 1.5)
lightmaps.r = 1.5;
if (lightmaps.g > 1.5)
lightmaps.g = 1.5;
if (lightmaps.b > 1.5)
lightmaps.b = 1.5;
return lightmaps;
}
void main (void)
{
vec4 diffuse_f;
diffuse_f.rgb = mix(texture2D(s_diffuse, tex_c).rgb, texture2D(s_upper, tex_c).rgb, vex_color.a);
diffuse_f.a = 1.0;
/* deluxemapping isn't working on Source BSP yet, FIXME */
diffuse_f.rgb *= lightmap_fragment();
#ifdef FAKESHADOWS
diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
/* We currently only use the normal/bumpmap for cubemap warping. move this block out once we do proper radiosity normalmapping */
#ifdef BUMP
/* Source's normalmaps are in the DX format where the green channel is flipped */
vec4 normal_f = texture2D(s_normalmap, tex_c);
normal_f.g *= -1.0;
normal_f.rgb = normalize(normal_f.rgb - 0.5);
#else
vec4 normal_f = vec4(0.0,0.0,1.0,0.0);
#endif
/* when ENVFROMBASE is set or a normal isn't present, we're getting the reflectivity info from the diffusemap's alpha channel */
#if defined(ENVFROMBASE) || !defined(BUMP)
/* since we're sampling from the diffuse = 1.0 fully visible, 0.0 = fully reflective */
#define refl 1.0 - diffuse_f.a
#else
#define refl normal_f.a * 0.5
#endif
vec3 cube_c = reflect(normalize(-eyevector), normal_f.rgb);
cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];
cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
diffuse_f.rgb += (textureCube(s_reflectcube, cube_c).rgb * vec3(refl,refl,refl));
#endif
gl_FragColor = fog4(diffuse_f);
}
#endif

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!!ver 110
!!permu FOG
!!samps diffuse
#include "sys/defs.h"
#include "sys/fog.h"
varying vec2 tex_c;
#ifdef VERTEX_SHADER
void main ()
{
tex_c = v_texcoord;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
void main ()
{
vec4 diffuse_f = texture2D( s_diffuse, tex_c );
#ifdef MASKLT
if (diffuse_f.a < float(MASK))
discard;
#endif
gl_FragColor = fog4( diffuse_f );
}
#endif

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!!ver 110
!!permu FRAMEBLEND
!!permu BUMP
!!permu FOG
!!permu SKELETAL
!!permu AMBIENTCUBE
!!samps diffuse fullbright normalmap
!!permu FAKESHADOWS
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
// envmaps only
!!samps =REFLECTCUBEMASK reflectmask reflectcube
!!cvardf r_skipDiffuse
#include "sys/defs.h"
varying vec2 tex_c;
varying vec3 norm;
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
varying vec3 eyevector;
varying mat3 invsurface;
#endif
#ifdef FAKESHADOWS
varying vec4 vtexprojcoord;
#endif
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
void main (void)
{
vec3 n, s, t, w;
tex_c = v_texcoord;
gl_Position = skeletaltransform_wnst(w,n,s,t);
norm = n;
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
invsurface = mat3(v_svector, v_tvector, v_normal);
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
#ifdef FAKESHADOWS
vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));
#endif
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
#include "sys/pcf.h"
float lambert(vec3 normal, vec3 dir)
{
return max(dot(normal, dir), 0.0);
}
float halflambert(vec3 normal, vec3 dir)
{
return (lambert(normal, dir) * 0.5) + 0.5;
}
void main (void)
{
vec4 diffuse_f = texture2D(s_diffuse, tex_c);
vec3 light;
#ifdef MASKLT
if (diffuse_f.a < float(MASK))
discard;
#endif
/* Normal/Bumpmap Shenanigans */
#ifdef BUMP
/* Source's normalmaps are in the DX format where the green channel is flipped */
vec3 normal_f = texture2D(s_normalmap, tex_c).rgb;
normal_f.g *= -1.0;
normal_f = normalize(normal_f.rgb - 0.5);
#else
vec3 normal_f = vec3(0.0,0.0,1.0);
#endif
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
/* when ENVFROMBASE is set or a normal isn't present, we're getting the reflectivity info from the diffusemap's alpha channel */
#if defined(ENVFROMBASE) || !defined(BUMP)
#define refl 1.0 - diffuse_f.a
#else
#define refl texture2D(s_normalmap, tex_c).a
#endif
vec3 cube_c = reflect(normalize(-eyevector), normal_f.rgb);
cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];
cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
diffuse_f.rgb += (textureCube(s_reflectcube, cube_c).rgb * vec3(refl,refl,refl));
#endif
#ifdef AMBIENTCUBE
//no specular effect here. use rtlights for that.
vec3 nn = norm*norm; //FIXME: should be worldspace normal.
light = nn.x * e_light_ambientcube[(norm.x<0.0)?1:0] +
nn.y * e_light_ambientcube[(norm.y<0.0)?3:2] +
nn.z * e_light_ambientcube[(norm.z<0.0)?5:4];
#else
#ifdef HALFLAMBERT
light = e_light_ambient + (e_light_mul * halflambert(norm, e_light_dir));
#else
light = e_light_ambient + (e_light_mul * lambert(norm, e_light_dir));
#endif
/* the light we're getting is always too bright */
light *= 0.75;
/* clamp at 1.5 */
if (light.r > 1.5)
light.r = 1.5;
if (light.g > 1.5)
light.g = 1.5;
if (light.b > 1.5)
light.b = 1.5;
#endif
diffuse_f.rgb *= light;
#ifdef FAKESHADOWS
diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
gl_FragColor = fog4(diffuse_f * e_colourident) * e_lmscale;
}
#endif

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@ -0,0 +1,183 @@
!!cvardf r_glsl_turbscale_reflect=1 //simpler scaler
!!cvardf r_glsl_turbscale_refract=1 //simpler scaler
!!samps diffuse normalmap
!!samps refract=0 //always present
!!samps =REFLECT reflect=1
!!samps !REFLECT reflectcube
!!permu FOG
#include "sys/defs.h"
//modifier: REFLECT (s_t2 is a reflection instead of diffusemap)
//modifier: STRENGTH_REFL (distortion strength - 0.1 = fairly gentle, 0.2 = big waves)
//modifier: STRENGTH_REFL (distortion strength - 0.1 = fairly gentle, 0.2 = big waves)
//modifier: FRESNEL_EXP (5=water)
//modifier: TXSCALE (wave size - 0.2)
//modifier: RIPPLEMAP (s_t3 contains a ripplemap
//modifier: TINT_REFR (some colour value)
//modifier: TINT_REFL (some colour value)
//modifier: ALPHA (mix in the normal water texture over the top)
//modifier: USEMODS (use single-texture scrolling via tcmods - note, also forces the engine to actually use tcmod etc)
//a few notes on DP compat:
//'dpwater' makes numerous assumptions about DP internals
//by default there is a single pass that uses the pass's normal tcmods
//the fresnel has a user-supplied min+max rather than an exponent
//both parts are tinted individually
//if alpha is enabled, the regular water texture is blended over the top, again using the same crappy tcmods...
//legacy crap
#ifndef FRESNEL
#define FRESNEL 5.0
#endif
#ifndef TINT
#define TINT 0.7,0.8,0.7
#endif
#ifndef STRENGTH
#define STRENGTH 0.1
#endif
#ifndef TXSCALE
#define TXSCALE 1
#endif
//current values (referring to legacy defaults where needed)
#ifndef FRESNEL_EXP
#define FRESNEL_EXP 4.0
#endif
#ifndef FRESNEL_MIN
#define FRESNEL_MIN 0.0
#endif
#ifndef FRESNEL_RANGE
#define FRESNEL_RANGE 1.0
#endif
#ifndef STRENGTH_REFL
#define STRENGTH_REFL STRENGTH
#endif
#ifndef STRENGTH_REFR
#define STRENGTH_REFR STRENGTH
#endif
#ifndef TXSCALE1
#define TXSCALE1 TXSCALE
#endif
#ifndef TXSCALE2
#define TXSCALE2 TXSCALE
#endif
#ifndef TINT_REFR
#define TINT_REFR TINT
#endif
#ifndef TINT_REFL
#define TINT_REFL 1.0,1.0,1.0
#endif
#ifndef FOGTINT
#define FOGTINT 0.2,0.3,0.2
#endif
varying vec2 tc;
varying vec4 tf;
varying vec3 norm;
varying vec3 eye;
#ifdef VERTEX_SHADER
void main (void)
{
tc = v_texcoord.st;
tf = ftetransform();
norm = v_normal;
eye = e_eyepos - v_position.xyz;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
void main (void)
{
vec2 stc; //screen tex coords
vec2 ntc; //normalmap/diffuse tex coords
vec3 n, refr, refl;
float fres;
float depth;
stc = (1.0 + (tf.xy / tf.w)) * 0.5;
//hack the texture coords slightly so that there are less obvious gaps
stc.t -= 1.5*norm.z/1080.0;
#if 0//def USEMODS
ntc = tc;
n = texture2D(s_normalmap, ntc).xyz - 0.5;
#else
//apply q1-style warp, just for kicks
ntc.s = tc.s + sin(tc.t+e_time)*0.125;
ntc.t = tc.t + sin(tc.s+e_time)*0.125;
//generate the two wave patterns from the normalmap
n = (texture2D(s_normalmap, vec2(TXSCALE1)*tc + vec2(e_time*0.1, 0.0)).xyz);
n += (texture2D(s_normalmap, vec2(TXSCALE2)*tc - vec2(0, e_time*0.097)).xyz);
n -= 1.0 - 4.0/256.0;
#endif
#ifdef RIPPLEMAP
n += texture2D(s_ripplemap, stc).rgb*3.0;
#endif
n = normalize(n);
//the fresnel term decides how transparent the water should be
fres = pow(1.0-abs(dot(n, normalize(eye))), float(FRESNEL_EXP)) * float(FRESNEL_RANGE) + float(FRESNEL_MIN);
#ifdef DEPTH
float far = #include "cvar/gl_maxdist";
float near = #include "cvar/gl_mindist";
//get depth value at the surface
float sdepth = gl_FragCoord.z;
sdepth = (2.0*near) / (far + near - sdepth * (far - near));
sdepth = mix(near, far, sdepth);
//get depth value at the ground beyond the surface.
float gdepth = texture2D(s_refractdepth, stc).x;
gdepth = (2.0*near) / (far + near - gdepth * (far - near));
if (gdepth >= 0.5)
{
gdepth = sdepth;
depth = 0.0;
}
else
{
gdepth = mix(near, far, gdepth);
depth = gdepth - sdepth;
}
//reduce the normals in shallow water (near walls, reduces the pain of linear sampling)
if (depth < 100.0)
n *= depth/100.0;
#else
depth = 1.0;
#endif
//refraction image (and water fog, if possible)
refr = texture2D(s_refract, stc + n.st*float(STRENGTH_REFR)*float(r_glsl_turbscale_refract)).rgb * vec3(TINT_REFR);
#ifdef DEPTH
refr = mix(refr, vec3(FOGTINT), min(depth/4096.0, 1.0));
#endif
#ifdef REFLECT
//reflection/diffuse
refl = texture2D(s_reflect, stc - n.st*float(STRENGTH_REFL)*float(r_glsl_turbscale_reflect)).rgb * vec3(TINT_REFL);
#else
refl = textureCube(s_reflectcube, n).rgb;// * vec3(TINT_REFL);
#endif
//interplate by fresnel
refr = mix(refr, refl, fres);
#ifdef ALPHA
vec4 ts = texture2D(s_diffuse, ntc);
vec4 surf = fog4blend(vec4(ts.rgb, float(ALPHA)*ts.a));
refr = mix(refr, surf.rgb, surf.a);
#else
refr = fog3(refr);
#endif
//done
gl_FragColor = vec4(refr, 1.0);
}
#endif

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@ -327,14 +327,14 @@ static void Shader_GenerateFromVMT(parsestate_t *ps, vmtstate_t *st, const char
Q_strlcatfz(script, &offset, sizeof(script), "\n");
if (!Q_strcasecmp(st->type, "WorldVertexTransition"))
{ //attempt to do terrain blending
Q_strlcpy(st->type, "vmt_transition#TWOWAY", sizeof(st->type));
Q_strlcpy(st->type, "vmt/transition#TWOWAY", sizeof(st->type));
Q_strlcatfz(script, &offset, sizeof(script), "\tprogram \"%s%s\"\n", st->type, progargs);
Q_strlcatfz(script, &offset, sizeof(script), "\tdiffusemap \"%s%s.vtf\"\n", strcmp(st->tex[0].name, "materials/")?"materials/":"", st->tex[0].name);
Q_strlcatfz(script, &offset, sizeof(script), "\tuppermap \"%s%s.vtf\"\n", strcmp(st->tex[1].name, "materials/")?"materials/":"", st->tex[1].name);
}
else if (!Q_strcasecmp(st->type, "Decal"))
{
Q_strlcpy(st->type, "vmt_vertexlit", sizeof(st->type));
Q_strlcpy(st->type, "vmt/vertexlit", sizeof(st->type));
Q_strlcatfz(script, &offset, sizeof(script), "\tprogram \"%s%s\"\n", st->type, progargs);
Q_strlcatfz(script, &offset, sizeof(script), "\tdiffusemap \"%s%s.vtf\"\n", strcmp(st->tex[0].name, "materials/")?"materials/":"", st->tex[0].name);
Q_strlcatfz(script, &offset, sizeof(script), "\tpolygonOffset 1\n");
@ -343,7 +343,7 @@ static void Shader_GenerateFromVMT(parsestate_t *ps, vmtstate_t *st, const char
{
Q_strlcatfz(script, &offset, sizeof(script),
"\t{\n"
"\t\tprogram \"vmt_vertexlit%s\"\n"
"\t\tprogram \"vmt/vertexlit%s\"\n"
"\t\tblendFunc gl_dst_color gl_one_minus_src_alpha\n"
"\t}\n", progargs);
Q_strlcatfz(script, &offset, sizeof(script), "\tdiffusemap \"%s%s.vtf\"\n", strcmp(st->tex[0].name, "materials/")?"materials/":"", st->tex[0].name);
@ -353,7 +353,7 @@ static void Shader_GenerateFromVMT(parsestate_t *ps, vmtstate_t *st, const char
{
Q_strlcatfz(script, &offset, sizeof(script),
"\t{\n"
"\t\tprogram \"vmt_water%s\"\n"
"\t\tprogram \"vmt/water%s\"\n"
"\t\tmap $refraction\n"
"\t\tmap $reflection\n"
"\t}\n", progargs);
@ -364,7 +364,7 @@ static void Shader_GenerateFromVMT(parsestate_t *ps, vmtstate_t *st, const char
{
Q_strlcatfz(script, &offset, sizeof(script),
"\t{\n"
"\t\tprogram \"vmt_refract%s\"\n"
"\t\tprogram \"vmt/refract%s\"\n"
"\t\tmap $refraction\n"
"\t}\n", progargs);
Q_strlcatfz(script, &offset, sizeof(script), "\tdiffusemap \"%s%s.vtf\"\n", strcmp(st->tex[0].name, "materials/")?"materials/":"", st->tex[0].name);
@ -375,16 +375,16 @@ static void Shader_GenerateFromVMT(parsestate_t *ps, vmtstate_t *st, const char
if (*st->envmap && st->envfrombase)
{
if (st->halflambert)
Q_strlcpy(st->type, "vmt_vertexlit#ENVFROMBASE#HALFLAMBERT", sizeof(st->type));
Q_strlcpy(st->type, "vmt/vertexlit#ENVFROMBASE#HALFLAMBERT", sizeof(st->type));
else
Q_strlcpy(st->type, "vmt_vertexlit#ENVFROMBASE", sizeof(st->type));
Q_strlcpy(st->type, "vmt/vertexlit#ENVFROMBASE", sizeof(st->type));
}
else
{
if (st->halflambert)
Q_strlcpy(st->type, "vmt_vertexlit#HALFLAMBERT", sizeof(st->type));
Q_strlcpy(st->type, "vmt/vertexlit#HALFLAMBERT", sizeof(st->type));
else
Q_strlcpy(st->type, "vmt_vertexlit", sizeof(st->type));
Q_strlcpy(st->type, "vmt/vertexlit", sizeof(st->type));
}
Q_strlcatfz(script, &offset, sizeof(script), "\tprogram \"%s%s\"\n", st->type, progargs);
@ -397,11 +397,11 @@ static void Shader_GenerateFromVMT(parsestate_t *ps, vmtstate_t *st, const char
{
/* reflectmask from diffuse map alpha */
if (*st->envmap && st->envfrombase)
Q_strlcpy(st->type, "vmt_lightmapped#ENVFROMBASE", sizeof(st->type));
Q_strlcpy(st->type, "vmt/lightmapped#ENVFROMBASE", sizeof(st->type));
else if (*st->envmap && *st->envmapmask) /* dedicated reflectmask */
Q_strlcpy(st->type, "vmt_lightmapped#ENVFROMMASK", sizeof(st->type));
Q_strlcpy(st->type, "vmt/lightmapped#ENVFROMMASK", sizeof(st->type));
else /* take from normalmap */
Q_strlcpy(st->type, "vmt_lightmapped", sizeof(st->type));
Q_strlcpy(st->type, "vmt/lightmapped", sizeof(st->type));
Q_strlcatfz(script, &offset, sizeof(script), "\tprogram \"%s%s\"\n", st->type, progargs);
Q_strlcatfz(script, &offset, sizeof(script), "\tdiffusemap \"%s%s.vtf\"\n", strcmp(st->tex[0].name, "materials/")?"materials/":"", st->tex[0].name);
@ -420,7 +420,7 @@ static void Shader_GenerateFromVMT(parsestate_t *ps, vmtstate_t *st, const char
else
{
/* the default should just be unlit, let's not make any assumptions - eukara*/
Q_strlcpy(st->type, "vmt_unlit", sizeof(st->type));
Q_strlcpy(st->type, "vmt/unlit", sizeof(st->type));
Q_strlcatfz(script, &offset, sizeof(script), "\tprogram \"%s%s\"\n", st->type, progargs);
Q_strlcatfz(script, &offset, sizeof(script), "\tdiffusemap \"%s%s.vtf\"\n", strcmp(st->tex[0].name, "materials/")?"materials/":"", st->tex[0].name);
}
@ -517,10 +517,17 @@ static qboolean Shader_LoadVMT(parsestate_t *ps, const char *filename, void (*Lo
return true;
}
static struct sbuiltin_s vmtprograms[] =
{
#include "mat_vmt_progs.h"
{QR_NONE}
};
static plugmaterialloaderfuncs_t vmtfuncs =
{
"HL2 VMT",
Shader_LoadVMT,
vmtprograms,
};
qboolean VMT_Init(void)

755
plugins/hl2/mat_vmt_progs.h Normal file
View file

@ -0,0 +1,755 @@
/*
WARNING: THIS FILE IS GENERATED BY 'generatebuiltinsl.c'.
YOU SHOULD NOT EDIT THIS FILE BY HAND
*/
#ifdef GLQUAKE
{QR_OPENGL, 110, "vmt/lightmapped",
"!!ver 110\n"
"!!permu FOG\n"
"!!permu BUMP\n"
"!!permu LIGHTSTYLED\n"
"!!permu REFLECTCUBEMASK\n"
"!!samps diffuse\n"
"!!samps lightmap\n"
"!!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3\n"
"!!samps =BUMP normalmap\n"
// envmaps only
"!!samps =REFLECTCUBEMASK reflectmask reflectcube\n"
"!!permu FAKESHADOWS\n"
"!!cvardf r_glsl_pcf\n"
"!!samps =FAKESHADOWS shadowmap\n"
"#include \"sys/defs.h\"\n"
"varying vec2 tex_c;\n"
"varying vec2 lm0;\n"
"#ifdef LIGHTSTYLED\n"
"varying vec2 lm1, lm2, lm3;\n"
"#endif\n"
"#ifdef FAKESHADOWS\n"
"varying vec4 vtexprojcoord;\n"
"#endif\n"
/* CUBEMAPS ONLY */
"#ifdef REFLECTCUBEMASK\n"
"varying vec3 eyevector;\n"
"varying mat3 invsurface;\n"
"#endif\n"
"#ifdef VERTEX_SHADER\n"
"void lightmapped_init(void)\n"
"{\n"
"lm0 = v_lmcoord;\n"
"#ifdef LIGHTSTYLED\n"
"lm1 = v_lmcoord2;\n"
"lm2 = v_lmcoord3;\n"
"lm3 = v_lmcoord4;\n"
"#endif\n"
"}\n"
"void main ()\n"
"{\n"
"lightmapped_init();\n"
"tex_c = v_texcoord;\n"
"gl_Position = ftetransform();\n"
/* CUBEMAPS ONLY */
"#ifdef REFLECTCUBEMASK\n"
"invsurface = mat3(v_svector, v_tvector, v_normal);\n"
"vec3 eyeminusvertex = e_eyepos - v_position.xyz;\n"
"eyevector.x = dot(eyeminusvertex, v_svector.xyz);\n"
"eyevector.y = dot(eyeminusvertex, v_tvector.xyz);\n"
"eyevector.z = dot(eyeminusvertex, v_normal.xyz);\n"
"#endif\n"
"#ifdef FAKESHADOWS\n"
"vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));\n"
"#endif\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"#include \"sys/fog.h\"\n"
"#ifdef FAKESHADOWS\n"
"#include \"sys/pcf.h\"\n"
"#endif\n"
"#ifdef LIGHTSTYLED\n"
"#define LIGHTMAP0 texture2D(s_lightmap0, lm0).rgb\n"
"#define LIGHTMAP1 texture2D(s_lightmap1, lm1).rgb\n"
"#define LIGHTMAP2 texture2D(s_lightmap2, lm2).rgb\n"
"#define LIGHTMAP3 texture2D(s_lightmap3, lm3).rgb\n"
"#else\n"
"#define LIGHTMAP texture2D(s_lightmap, lm0).rgb \n"
"#endif\n"
"vec3 lightmap_fragment()\n"
"{\n"
"vec3 lightmaps;\n"
"#ifdef LIGHTSTYLED\n"
"lightmaps = LIGHTMAP0 * e_lmscale[0].rgb;\n"
"lightmaps += LIGHTMAP1 * e_lmscale[1].rgb;\n"
"lightmaps += LIGHTMAP2 * e_lmscale[2].rgb;\n"
"lightmaps += LIGHTMAP3 * e_lmscale[3].rgb;\n"
"#else\n"
"lightmaps = LIGHTMAP * e_lmscale.rgb;\n"
"#endif\n"
/* the light we're getting is always too bright */
"lightmaps *= 0.75;\n"
/* clamp at 1.5 */
"if (lightmaps.r > 1.5)\n"
"lightmaps.r = 1.5;\n"
"if (lightmaps.g > 1.5)\n"
"lightmaps.g = 1.5;\n"
"if (lightmaps.b > 1.5)\n"
"lightmaps.b = 1.5;\n"
"return lightmaps;\n"
"}\n"
"void main (void)\n"
"{\n"
"vec4 diffuse_f;\n"
"diffuse_f = texture2D(s_diffuse, tex_c);\n"
"#ifdef MASKLT\n"
"if (diffuse_f.a < float(MASK))\n"
"discard;\n"
"#endif\n"
"#ifdef FAKESHADOWS\n"
"diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);\n"
"#endif\n"
/* deluxemapping isn't working on Source BSP yet */
"diffuse_f.rgb *= lightmap_fragment();\n"
/* CUBEMAPS ONLY */
"#ifdef REFLECTCUBEMASK\n"
/* We currently only use the normal/bumpmap for cubemap warping. move this block out once we do proper radiosity normalmapping */
"#ifdef BUMP\n"
/* Source's normalmaps are in the DX format where the green channel is flipped */
"vec4 normal_f = texture2D(s_normalmap, tex_c);\n"
"normal_f.g *= -1.0;\n"
"normal_f.rgb = normalize(normal_f.rgb - 0.5);\n"
"#else\n"
"vec4 normal_f = vec4(0.0,0.0,1.0,0.0);\n"
"#endif\n"
"#if defined(ENVFROMMASK)\n"
/* We have a dedicated reflectmask */
"#define refl texture2D(s_reflectmask, tex_c).r\n"
"#else\n"
/* when ENVFROMBASE is set or a normal isn't present, we're getting the reflectivity info from the diffusemap's alpha channel */
"#if defined(ENVFROMBASE) || !defined(BUMP)\n"
"#define refl 1.0 - diffuse_f.a\n"
"#else\n"
"#define refl normal_f.a * 0.5\n"
"#endif\n"
"#endif\n"
"vec3 cube_c = reflect(normalize(-eyevector), normal_f.rgb);\n"
"cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];\n"
"cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;\n"
"diffuse_f.rgb += (textureCube(s_reflectcube, cube_c).rgb * vec3(refl,refl,refl));\n"
"#endif\n"
"gl_FragColor = fog4(diffuse_f);\n"
"}\n"
"#endif\n"
},
#endif
#ifdef GLQUAKE
{QR_OPENGL, 110, "vmt/refract",
"!!ver 110\n"
"!!samps diffuse\n"
"!!samps =BUMP normalmap\n"
"!!samps =REFLECTCUBEMASK reflectmask reflectcube\n"
"!!samps refraction=0\n"
"#include \"sys/defs.h\"\n"
"varying vec2 tex_c;\n"
"varying mat3 invsurface;\n"
"varying vec4 tf_c;\n"
"varying vec3 eyeminusvertex;\n"
"#ifdef VERTEX_SHADER\n"
"void main ()\n"
"{\n"
"invsurface[0] = v_svector;\n"
"invsurface[1] = v_tvector;\n"
"invsurface[2] = v_normal;\n"
"tf_c = ftetransform();\n"
"tex_c = v_texcoord;\n"
"gl_Position = tf_c;\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"#include \"sys/fog.h\"\n"
"void main ( void )\n"
"{\n"
"vec2 refl_c;\n"
"vec3 refr_f;\n"
"vec3 norm_f;\n"
"vec4 out_f = vec4( 1.0, 1.0, 1.0, 1.0 );\n"
"norm_f = ( texture2D( s_normalmap, tex_c).xyz);\n"
"norm_f.g *= -1.0;\n"
"norm_f = normalize( norm_f );\n"
// Reflection/View coordinates
"refl_c = ( 1.0 + ( tf_c.xy / tf_c.w ) ) * 0.5;\n"
"refr_f = texture2D(s_refraction, refl_c + (norm_f.st) ).rgb;\n"
"out_f.rgb = refr_f * texture2D(s_diffuse, tex_c).rgb;\n"
"gl_FragColor = out_f;\n"
"}\n"
"#endif\n"
},
#endif
#ifdef GLQUAKE
{QR_OPENGL, 110, "vmt/transition",
"!!ver 110\n"
"!!permu FOG\n"
"!!permu BUMP\n"
"!!permu LIGHTSTYLED\n"
"!!permu REFLECTCUBEMASK\n"
"!!permu UPPERLOWER\n"
"!!samps diffuse upper\n"
"!!samps lightmap\n"
"!!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3\n"
"!!samps =BUMP normalmap\n"
// envmaps only
"!!samps =REFLECTCUBEMASK reflectmask reflectcube\n"
"!!permu FAKESHADOWS\n"
"!!cvardf r_glsl_pcf\n"
"!!samps =FAKESHADOWS shadowmap\n"
"#include \"sys/defs.h\"\n"
"varying vec2 tex_c;\n"
"varying vec4 vex_color;\n"
"varying vec2 lm0;\n"
"#ifdef LIGHTSTYLED\n"
"varying vec2 lm1, lm2, lm3;\n"
"#endif\n"
"#ifdef FAKESHADOWS\n"
"varying vec4 vtexprojcoord;\n"
"#endif\n"
/* CUBEMAPS ONLY */
"#ifdef REFLECTCUBEMASK\n"
"varying vec3 eyevector;\n"
"varying mat3 invsurface;\n"
"#endif\n"
"#ifdef VERTEX_SHADER\n"
"void lightmapped_init(void)\n"
"{\n"
"lm0 = v_lmcoord;\n"
"#ifdef LIGHTSTYLED\n"
"lm1 = v_lmcoord2;\n"
"lm2 = v_lmcoord3;\n"
"lm3 = v_lmcoord4;\n"
"#endif\n"
"}\n"
"void main ()\n"
"{\n"
"lightmapped_init();\n"
"tex_c = v_texcoord;\n"
"gl_Position = ftetransform();\n"
"vex_color = v_colour;\n"
/* CUBEMAPS ONLY */
"#ifdef REFLECTCUBEMASK\n"
"invsurface = mat3(v_svector, v_tvector, v_normal);\n"
"vec3 eyeminusvertex = e_eyepos - v_position.xyz;\n"
"eyevector.x = dot(eyeminusvertex, v_svector.xyz);\n"
"eyevector.y = dot(eyeminusvertex, v_tvector.xyz);\n"
"eyevector.z = dot(eyeminusvertex, v_normal.xyz);\n"
"#endif\n"
"#ifdef FAKESHADOWS\n"
"vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));\n"
"#endif\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"#include \"sys/fog.h\"\n"
"#ifdef FAKESHADOWS\n"
"#include \"sys/pcf.h\"\n"
"#endif\n"
"#ifdef LIGHTSTYLED\n"
"#define LIGHTMAP0 texture2D(s_lightmap0, lm0).rgb\n"
"#define LIGHTMAP1 texture2D(s_lightmap1, lm1).rgb\n"
"#define LIGHTMAP2 texture2D(s_lightmap2, lm2).rgb\n"
"#define LIGHTMAP3 texture2D(s_lightmap3, lm3).rgb\n"
"#else\n"
"#define LIGHTMAP texture2D(s_lightmap, lm0).rgb \n"
"#endif\n"
"vec3 lightmap_fragment()\n"
"{\n"
"vec3 lightmaps;\n"
"#ifdef LIGHTSTYLED\n"
"lightmaps = LIGHTMAP0 * e_lmscale[0].rgb;\n"
"lightmaps += LIGHTMAP1 * e_lmscale[1].rgb;\n"
"lightmaps += LIGHTMAP2 * e_lmscale[2].rgb;\n"
"lightmaps += LIGHTMAP3 * e_lmscale[3].rgb;\n"
"#else\n"
"lightmaps = LIGHTMAP * e_lmscale.rgb;\n"
"#endif\n"
/* the light we're getting is always too bright */
"lightmaps *= 0.75;\n"
/* clamp at 1.5 */
"if (lightmaps.r > 1.5)\n"
"lightmaps.r = 1.5;\n"
"if (lightmaps.g > 1.5)\n"
"lightmaps.g = 1.5;\n"
"if (lightmaps.b > 1.5)\n"
"lightmaps.b = 1.5;\n"
"return lightmaps;\n"
"}\n"
"void main (void)\n"
"{\n"
"vec4 diffuse_f;\n"
"diffuse_f.rgb = mix(texture2D(s_diffuse, tex_c).rgb, texture2D(s_upper, tex_c).rgb, vex_color.a);\n"
"diffuse_f.a = 1.0;\n"
/* deluxemapping isn't working on Source BSP yet, FIXME */
"diffuse_f.rgb *= lightmap_fragment();\n"
"#ifdef FAKESHADOWS\n"
"diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);\n"
"#endif\n"
/* CUBEMAPS ONLY */
"#ifdef REFLECTCUBEMASK\n"
/* We currently only use the normal/bumpmap for cubemap warping. move this block out once we do proper radiosity normalmapping */
"#ifdef BUMP\n"
/* Source's normalmaps are in the DX format where the green channel is flipped */
"vec4 normal_f = texture2D(s_normalmap, tex_c);\n"
"normal_f.g *= -1.0;\n"
"normal_f.rgb = normalize(normal_f.rgb - 0.5);\n"
"#else\n"
"vec4 normal_f = vec4(0.0,0.0,1.0,0.0);\n"
"#endif\n"
/* when ENVFROMBASE is set or a normal isn't present, we're getting the reflectivity info from the diffusemap's alpha channel */
"#if defined(ENVFROMBASE) || !defined(BUMP)\n"
/* since we're sampling from the diffuse = 1.0 fully visible, 0.0 = fully reflective */
"#define refl 1.0 - diffuse_f.a\n"
"#else\n"
"#define refl normal_f.a * 0.5\n"
"#endif\n"
"vec3 cube_c = reflect(normalize(-eyevector), normal_f.rgb);\n"
"cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];\n"
"cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;\n"
"diffuse_f.rgb += (textureCube(s_reflectcube, cube_c).rgb * vec3(refl,refl,refl));\n"
"#endif\n"
"gl_FragColor = fog4(diffuse_f);\n"
"}\n"
"#endif\n"
},
#endif
#ifdef GLQUAKE
{QR_OPENGL, 110, "vmt/unlit",
"!!ver 110\n"
"!!permu FOG\n"
"!!samps diffuse\n"
"#include \"sys/defs.h\"\n"
"#include \"sys/fog.h\"\n"
"varying vec2 tex_c;\n"
"#ifdef VERTEX_SHADER\n"
"void main ()\n"
"{\n"
"tex_c = v_texcoord;\n"
"gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"void main ()\n"
"{\n"
"vec4 diffuse_f = texture2D( s_diffuse, tex_c );\n"
"#ifdef MASKLT\n"
"if (diffuse_f.a < float(MASK))\n"
"discard;\n"
"#endif\n"
"gl_FragColor = fog4( diffuse_f );\n"
"}\n"
"#endif\n"
},
#endif
#ifdef GLQUAKE
{QR_OPENGL, 110, "vmt/vertexlit",
"!!ver 110\n"
"!!permu FRAMEBLEND\n"
"!!permu BUMP\n"
"!!permu FOG\n"
"!!permu SKELETAL\n"
"!!permu AMBIENTCUBE\n"
"!!samps diffuse fullbright normalmap\n"
"!!permu FAKESHADOWS\n"
"!!cvardf r_glsl_pcf\n"
"!!samps =FAKESHADOWS shadowmap\n"
// envmaps only
"!!samps =REFLECTCUBEMASK reflectmask reflectcube\n"
"!!cvardf r_skipDiffuse\n"
"#include \"sys/defs.h\"\n"
"varying vec2 tex_c;\n"
"varying vec3 norm;\n"
/* CUBEMAPS ONLY */
"#ifdef REFLECTCUBEMASK\n"
"varying vec3 eyevector;\n"
"varying mat3 invsurface;\n"
"#endif\n"
"#ifdef FAKESHADOWS\n"
"varying vec4 vtexprojcoord;\n"
"#endif\n"
"#ifdef VERTEX_SHADER\n"
"#include \"sys/skeletal.h\"\n"
"void main (void)\n"
"{\n"
"vec3 n, s, t, w;\n"
"tex_c = v_texcoord;\n"
"gl_Position = skeletaltransform_wnst(w,n,s,t);\n"
"norm = n;\n"
/* CUBEMAPS ONLY */
"#ifdef REFLECTCUBEMASK\n"
"invsurface = mat3(v_svector, v_tvector, v_normal);\n"
"vec3 eyeminusvertex = e_eyepos - v_position.xyz;\n"
"eyevector.x = dot(eyeminusvertex, v_svector.xyz);\n"
"eyevector.y = dot(eyeminusvertex, v_tvector.xyz);\n"
"eyevector.z = dot(eyeminusvertex, v_normal.xyz);\n"
"#endif\n"
"#ifdef FAKESHADOWS\n"
"vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));\n"
"#endif\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"#include \"sys/fog.h\"\n"
"#include \"sys/pcf.h\"\n"
"float lambert(vec3 normal, vec3 dir)\n"
"{\n"
"return max(dot(normal, dir), 0.0);\n"
"}\n"
"float halflambert(vec3 normal, vec3 dir)\n"
"{\n"
"return (lambert(normal, dir) * 0.5) + 0.5;\n"
"}\n"
"void main (void)\n"
"{\n"
"vec4 diffuse_f = texture2D(s_diffuse, tex_c);\n"
"vec3 light;\n"
"#ifdef MASKLT\n"
"if (diffuse_f.a < float(MASK))\n"
"discard;\n"
"#endif\n"
/* Normal/Bumpmap Shenanigans */
"#ifdef BUMP\n"
/* Source's normalmaps are in the DX format where the green channel is flipped */
"vec3 normal_f = texture2D(s_normalmap, tex_c).rgb;\n"
"normal_f.g *= -1.0;\n"
"normal_f = normalize(normal_f.rgb - 0.5);\n"
"#else\n"
"vec3 normal_f = vec3(0.0,0.0,1.0);\n"
"#endif\n"
/* CUBEMAPS ONLY */
"#ifdef REFLECTCUBEMASK\n"
/* when ENVFROMBASE is set or a normal isn't present, we're getting the reflectivity info from the diffusemap's alpha channel */
"#if defined(ENVFROMBASE) || !defined(BUMP)\n"
"#define refl 1.0 - diffuse_f.a\n"
"#else\n"
"#define refl texture2D(s_normalmap, tex_c).a\n"
"#endif\n"
"vec3 cube_c = reflect(normalize(-eyevector), normal_f.rgb);\n"
"cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];\n"
"cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;\n"
"diffuse_f.rgb += (textureCube(s_reflectcube, cube_c).rgb * vec3(refl,refl,refl));\n"
"#endif\n"
"#ifdef AMBIENTCUBE\n"
//no specular effect here. use rtlights for that.
"vec3 nn = norm*norm; //FIXME: should be worldspace normal.\n"
"light = nn.x * e_light_ambientcube[(norm.x<0.0)?1:0] +\n"
"nn.y * e_light_ambientcube[(norm.y<0.0)?3:2] +\n"
"nn.z * e_light_ambientcube[(norm.z<0.0)?5:4];\n"
"#else\n"
"#ifdef HALFLAMBERT\n"
"light = e_light_ambient + (e_light_mul * halflambert(norm, e_light_dir));\n"
"#else\n"
"light = e_light_ambient + (e_light_mul * lambert(norm, e_light_dir));\n"
"#endif\n"
/* the light we're getting is always too bright */
"light *= 0.75;\n"
/* clamp at 1.5 */
"if (light.r > 1.5)\n"
"light.r = 1.5;\n"
"if (light.g > 1.5)\n"
"light.g = 1.5;\n"
"if (light.b > 1.5)\n"
"light.b = 1.5;\n"
"#endif\n"
"diffuse_f.rgb *= light;\n"
"#ifdef FAKESHADOWS\n"
"diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);\n"
"#endif\n"
"gl_FragColor = fog4(diffuse_f * e_colourident) * e_lmscale;\n"
"}\n"
"#endif\n"
},
#endif
#ifdef GLQUAKE
{QR_OPENGL, 110, "vmt/water",
"!!cvardf r_glsl_turbscale_reflect=1 //simpler scaler\n"
"!!cvardf r_glsl_turbscale_refract=1 //simpler scaler\n"
"!!samps diffuse normalmap\n"
"!!samps refract=0 //always present\n"
"!!samps =REFLECT reflect=1\n"
"!!samps !REFLECT reflectcube\n"
"!!permu FOG\n"
"#include \"sys/defs.h\"\n"
//modifier: REFLECT (s_t2 is a reflection instead of diffusemap)
//modifier: STRENGTH_REFL (distortion strength - 0.1 = fairly gentle, 0.2 = big waves)
//modifier: STRENGTH_REFL (distortion strength - 0.1 = fairly gentle, 0.2 = big waves)
//modifier: FRESNEL_EXP (5=water)
//modifier: TXSCALE (wave size - 0.2)
//modifier: RIPPLEMAP (s_t3 contains a ripplemap
//modifier: TINT_REFR (some colour value)
//modifier: TINT_REFL (some colour value)
//modifier: ALPHA (mix in the normal water texture over the top)
//modifier: USEMODS (use single-texture scrolling via tcmods - note, also forces the engine to actually use tcmod etc)
//a few notes on DP compat:
//'dpwater' makes numerous assumptions about DP internals
//by default there is a single pass that uses the pass's normal tcmods
//the fresnel has a user-supplied min+max rather than an exponent
//both parts are tinted individually
//if alpha is enabled, the regular water texture is blended over the top, again using the same crappy tcmods...
//legacy crap
"#ifndef FRESNEL\n"
"#define FRESNEL 5.0\n"
"#endif\n"
"#ifndef TINT\n"
"#define TINT 0.7,0.8,0.7\n"
"#endif\n"
"#ifndef STRENGTH\n"
"#define STRENGTH 0.1\n"
"#endif\n"
"#ifndef TXSCALE\n"
"#define TXSCALE 1\n"
"#endif\n"
//current values (referring to legacy defaults where needed)
"#ifndef FRESNEL_EXP\n"
"#define FRESNEL_EXP 4.0\n"
"#endif\n"
"#ifndef FRESNEL_MIN\n"
"#define FRESNEL_MIN 0.0\n"
"#endif\n"
"#ifndef FRESNEL_RANGE\n"
"#define FRESNEL_RANGE 1.0\n"
"#endif\n"
"#ifndef STRENGTH_REFL\n"
"#define STRENGTH_REFL STRENGTH\n"
"#endif\n"
"#ifndef STRENGTH_REFR\n"
"#define STRENGTH_REFR STRENGTH\n"
"#endif\n"
"#ifndef TXSCALE1\n"
"#define TXSCALE1 TXSCALE\n"
"#endif\n"
"#ifndef TXSCALE2\n"
"#define TXSCALE2 TXSCALE\n"
"#endif\n"
"#ifndef TINT_REFR\n"
"#define TINT_REFR TINT\n"
"#endif\n"
"#ifndef TINT_REFL\n"
"#define TINT_REFL 1.0,1.0,1.0\n"
"#endif\n"
"#ifndef FOGTINT\n"
"#define FOGTINT 0.2,0.3,0.2\n"
"#endif\n"
"varying vec2 tc;\n"
"varying vec4 tf;\n"
"varying vec3 norm;\n"
"varying vec3 eye;\n"
"#ifdef VERTEX_SHADER\n"
"void main (void)\n"
"{\n"
"tc = v_texcoord.st;\n"
"tf = ftetransform();\n"
"norm = v_normal;\n"
"eye = e_eyepos - v_position.xyz;\n"
"gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"#include \"sys/fog.h\"\n"
"void main (void)\n"
"{\n"
"vec2 stc; //screen tex coords\n"
"vec2 ntc; //normalmap/diffuse tex coords\n"
"vec3 n, refr, refl;\n"
"float fres;\n"
"float depth;\n"
"stc = (1.0 + (tf.xy / tf.w)) * 0.5;\n"
//hack the texture coords slightly so that there are less obvious gaps
"stc.t -= 1.5*norm.z/1080.0;\n"
"#if 0//def USEMODS\n"
"ntc = tc;\n"
"n = texture2D(s_normalmap, ntc).xyz - 0.5;\n"
"#else\n"
//apply q1-style warp, just for kicks
"ntc.s = tc.s + sin(tc.t+e_time)*0.125;\n"
"ntc.t = tc.t + sin(tc.s+e_time)*0.125;\n"
//generate the two wave patterns from the normalmap
"n = (texture2D(s_normalmap, vec2(TXSCALE1)*tc + vec2(e_time*0.1, 0.0)).xyz);\n"
"n += (texture2D(s_normalmap, vec2(TXSCALE2)*tc - vec2(0, e_time*0.097)).xyz);\n"
"n -= 1.0 - 4.0/256.0;\n"
"#endif\n"
"#ifdef RIPPLEMAP\n"
"n += texture2D(s_ripplemap, stc).rgb*3.0;\n"
"#endif\n"
"n = normalize(n);\n"
//the fresnel term decides how transparent the water should be
"fres = pow(1.0-abs(dot(n, normalize(eye))), float(FRESNEL_EXP)) * float(FRESNEL_RANGE) + float(FRESNEL_MIN);\n"
"#ifdef DEPTH\n"
"float far = #include \"cvar/gl_maxdist\";\n"
"float near = #include \"cvar/gl_mindist\";\n"
//get depth value at the surface
"float sdepth = gl_FragCoord.z;\n"
"sdepth = (2.0*near) / (far + near - sdepth * (far - near));\n"
"sdepth = mix(near, far, sdepth);\n"
//get depth value at the ground beyond the surface.
"float gdepth = texture2D(s_refractdepth, stc).x;\n"
"gdepth = (2.0*near) / (far + near - gdepth * (far - near));\n"
"if (gdepth >= 0.5)\n"
"{\n"
"gdepth = sdepth;\n"
"depth = 0.0;\n"
"}\n"
"else\n"
"{\n"
"gdepth = mix(near, far, gdepth);\n"
"depth = gdepth - sdepth;\n"
"}\n"
//reduce the normals in shallow water (near walls, reduces the pain of linear sampling)
"if (depth < 100.0)\n"
"n *= depth/100.0;\n"
"#else\n"
"depth = 1.0;\n"
"#endif \n"
//refraction image (and water fog, if possible)
"refr = texture2D(s_refract, stc + n.st*float(STRENGTH_REFR)*float(r_glsl_turbscale_refract)).rgb * vec3(TINT_REFR);\n"
"#ifdef DEPTH\n"
"refr = mix(refr, vec3(FOGTINT), min(depth/4096.0, 1.0));\n"
"#endif\n"
"#ifdef REFLECT\n"
//reflection/diffuse
"refl = texture2D(s_reflect, stc - n.st*float(STRENGTH_REFL)*float(r_glsl_turbscale_reflect)).rgb * vec3(TINT_REFL);\n"
"#else\n"
"refl = textureCube(s_reflectcube, n).rgb;// * vec3(TINT_REFL);\n"
"#endif\n"
//interplate by fresnel
"refr = mix(refr, refl, fres);\n"
"#ifdef ALPHA\n"
"vec4 ts = texture2D(s_diffuse, ntc);\n"
"vec4 surf = fog4blend(vec4(ts.rgb, float(ALPHA)*ts.a));\n"
"refr = mix(refr, surf.rgb, surf.a);\n"
"#else\n"
"refr = fog3(refr); \n"
"#endif\n"
//done
"gl_FragColor = vec4(refr, 1.0);\n"
"}\n"
"#endif\n"
},
#endif