From 510175058ecc53390e6c8e3a33918d580f4c6c3c Mon Sep 17 00:00:00 2001 From: Spoike Date: Tue, 14 Jul 2015 14:49:47 +0000 Subject: [PATCH] forgot to rebuild the builtin shaders. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4943 fc73d0e0-1445-4013-8a0c-d673dee63da5 --- engine/gl/r_bishaders.h | 86 +++++++++++++++++++++++++++++- engine/shaders/generatebuiltinsl.c | 1 + 2 files changed, 85 insertions(+), 2 deletions(-) diff --git a/engine/gl/r_bishaders.h b/engine/gl/r_bishaders.h index 5cfbd7bfe..35f1d3c31 100644 --- a/engine/gl/r_bishaders.h +++ b/engine/gl/r_bishaders.h @@ -197,6 +197,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND #ifdef GLQUAKE {QR_OPENGL, 110, "bloom_final", "!!cvarf r_bloom\n" +"!!cvarf r_bloom_retain=1.0\n" //add them together //optionally apply tonemapping @@ -216,10 +217,11 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND "uniform sampler2D s_t2;\n" "uniform sampler2D s_t3;\n" "uniform float cvar_r_bloom;\n" +"uniform float cvar_r_bloom_retain;\n" "void main ()\n" "{\n" "gl_FragColor = \n" -"texture2D(s_t0, tc) +\n" +"cvar_r_bloom_retain * texture2D(s_t0, tc) +\n" "cvar_r_bloom*(\n" "texture2D(s_t1, tc) +\n" "texture2D(s_t2, tc) +\n" @@ -713,6 +715,9 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND #endif #ifdef GLQUAKE {QR_OPENGL, 110, "defaultsky", +"!!permu FOG\n" +"#include \"sys/fog.h\"\n" + //regular sky shader for scrolling q1 skies //the sky surfaces are thrown through this as-is. @@ -740,7 +745,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND "vec3 solid = vec3(texture2D(s_t0, tccoord));\n" "tccoord = (dir.xy + e_time*0.0625);\n" "vec4 clouds = texture2D(s_t1, tccoord);\n" -"gl_FragColor.rgb = (solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb);\n" +"gl_FragColor.rgb = fog3((solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb));\n" "}\n" "#endif\n" }, @@ -1745,6 +1750,83 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND }, #endif #ifdef GLQUAKE +{QR_OPENGL, 110, "fxaa", +/* +"This shader implements super-sampled anti-aliasing.\n" +"*/\n" + +"varying vec2 texcoord;\n" + +"#ifdef VERTEX_SHADER\n" +"attribute vec2 v_texcoord;\n" +"void main()\n" +"{\n" +"texcoord = v_texcoord.xy;\n" +"texcoord.y = 1.0 - texcoord.y;\n" +"gl_Position = ftetransform();\n" +"}\n" +"#endif\n" +"#ifdef FRAGMENT_SHADER\n" +"uniform sampler2D s_t0;\n" +"uniform vec2 e_sourcesize;\n" + +"void main( void )\n" +"{\n" +//gl_FragColor.xyz = texture2D(buf0,texcoord).xyz; +//return; + +"float FXAA_SPAN_MAX = 8.0;\n" +"float FXAA_REDUCE_MUL = 1.0/8.0;\n" +"float FXAA_REDUCE_MIN = 1.0/128.0;\n" + +"vec3 rgbNW=texture2D(s_t0,texcoord+(vec2(-1.0,-1.0)/e_sourcesize)).xyz;\n" +"vec3 rgbNE=texture2D(s_t0,texcoord+(vec2(1.0,-1.0)/e_sourcesize)).xyz;\n" +"vec3 rgbSW=texture2D(s_t0,texcoord+(vec2(-1.0,1.0)/e_sourcesize)).xyz;\n" +"vec3 rgbSE=texture2D(s_t0,texcoord+(vec2(1.0,1.0)/e_sourcesize)).xyz;\n" +"vec3 rgbM=texture2D(s_t0,texcoord).xyz;\n" + +"vec3 luma=vec3(0.299, 0.587, 0.114);\n" +"float lumaNW = dot(rgbNW, luma);\n" +"float lumaNE = dot(rgbNE, luma);\n" +"float lumaSW = dot(rgbSW, luma);\n" +"float lumaSE = dot(rgbSE, luma);\n" +"float lumaM = dot(rgbM, luma);\n" + +"float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n" +"float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n" + +"vec2 dir;\n" +"dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n" +"dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n" + +"float dirReduce = max(\n" +"(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),\n" +"FXAA_REDUCE_MIN);\n" + +"float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);\n" + +"dir = min(vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n" +"max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n" +"dir * rcpDirMin)) / e_sourcesize;\n" + +"vec3 rgbA = (1.0/2.0) * (\n" +"texture2D(s_t0, texcoord.xy + dir * (1.0/3.0 - 0.5)).xyz +\n" +"texture2D(s_t0, texcoord.xy + dir * (2.0/3.0 - 0.5)).xyz);\n" +"vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (\n" +"texture2D(s_t0, texcoord.xy + dir * (0.0/3.0 - 0.5)).xyz +\n" +"texture2D(s_t0, texcoord.xy + dir * (3.0/3.0 - 0.5)).xyz);\n" +"float lumaB = dot(rgbB, luma);\n" + +"if((lumaB < lumaMin) || (lumaB > lumaMax)){\n" +"gl_FragColor.xyz=rgbA;\n" +"}else{\n" +"gl_FragColor.xyz=rgbB;\n" +"}\n" +"}\n" +"#endif\n" +}, +#endif +#ifdef GLQUAKE {QR_OPENGL, 110, "rtlight", "!!permu BUMP\n" "!!permu FRAMEBLEND\n" diff --git a/engine/shaders/generatebuiltinsl.c b/engine/shaders/generatebuiltinsl.c index f25c367c5..59f424683 100644 --- a/engine/shaders/generatebuiltinsl.c +++ b/engine/shaders/generatebuiltinsl.c @@ -29,6 +29,7 @@ char shaders[][64] = "postproc_panorama", "postproc_laea", "postproc_stereographic", + "fxaa", "rtlight", "underwaterwarp", "menutint",