From a88b2274c73e8619ba0b081ef872d266046e1e3e Mon Sep 17 00:00:00 2001 From: Spoike Date: Thu, 5 Jul 2012 13:08:07 +0000 Subject: [PATCH] rbsp/fbsp lightstyle support in the default wall shader git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4057 fc73d0e0-1445-4013-8a0c-d673dee63da5 --- engine/shaders/glsl/defaultwall.glsl | 53 +++++++++++++++++++++++++--- 1 file changed, 48 insertions(+), 5 deletions(-) diff --git a/engine/shaders/glsl/defaultwall.glsl b/engine/shaders/glsl/defaultwall.glsl index 24385bcda..1a2bcbb76 100644 --- a/engine/shaders/glsl/defaultwall.glsl +++ b/engine/shaders/glsl/defaultwall.glsl @@ -1,6 +1,7 @@ !!permu OFFSETMAPPING !!permu FULLBRIGHT !!permu FOG +!!permu LIGHTSTYLED !!cvarf r_glsl_offsetmapping_scale //this is what normally draws all of your walls, even with rtlights disabled @@ -10,10 +11,24 @@ #if defined(OFFSETMAPPING) varying vec3 eyevector; #endif + +varying vec2 tc; +#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 lm, lm2, lm3, lm4; +#else +varying vec2 lm; +#endif + #ifdef VERTEX_SHADER attribute vec2 v_texcoord; attribute vec2 v_lmcoord; -varying vec2 tc, lm; +#ifdef LIGHTSTYLED +attribute vec2 v_lmcoord2; +attribute vec2 v_lmcoord3; +attribute vec2 v_lmcoord4; +#endif #if defined(OFFSETMAPPING) uniform vec3 e_eyepos; attribute vec3 v_normal; @@ -24,16 +39,24 @@ void main () { #if defined(OFFSETMAPPING) vec3 eyeminusvertex = e_eyepos - v_position.xyz; - eyevector.x = dot(eyeminusvertex, v_svector.xyz); - eyevector.y = -dot(eyeminusvertex, v_tvector.xyz); + eyevector.x = -dot(eyeminusvertex, v_svector.xyz); + eyevector.y = dot(eyeminusvertex, v_tvector.xyz); eyevector.z = dot(eyeminusvertex, v_normal.xyz); #endif tc = v_texcoord; lm = v_lmcoord; +#ifdef LIGHTSTYLED + lm2 = v_lmcoord2; + lm3 = v_lmcoord3; + lm4 = v_lmcoord4; +#endif gl_Position = ftetransform(); } #endif + + #ifdef FRAGMENT_SHADER +//samplers uniform sampler2D s_t0; uniform sampler2D s_t1; #ifdef OFFSETMAPPING @@ -42,8 +65,17 @@ uniform sampler2D s_t2; #ifdef FULLBRIGHT uniform sampler2D s_t4; #endif -varying vec2 tc, lm; +#ifdef LIGHTSTYLED +uniform sampler2D s_t5; +uniform sampler2D s_t6; +uniform sampler2D s_t7; +#endif + +#ifdef LIGHTSTYLED +uniform vec4 e_lmscale[4]; +#else uniform vec4 e_lmscale; +#endif uniform vec4 e_colourident; #ifdef OFFSETMAPPING #include "sys/offsetmapping.h" @@ -54,7 +86,18 @@ void main () vec2 tcoffsetmap = offsetmap(s_t2, tc, eyevector); #define tc tcoffsetmap #endif - gl_FragColor = texture2D(s_t0, tc) * texture2D(s_t1, lm) * e_lmscale; + gl_FragColor = texture2D(s_t0, tc); +#ifdef LIGHTSTYLED + vec4 lightmaps; + lightmaps = texture2D(s_t1, lm ) * e_lmscale[0]; + lightmaps += texture2D(s_t5, lm2) * e_lmscale[1]; + lightmaps += texture2D(s_t6, lm3) * e_lmscale[2]; + lightmaps += texture2D(s_t7, lm4) * e_lmscale[3]; + gl_FragColor.rgb *= lightmaps.rgb; +#else + gl_FragColor.rgb *= texture2D(s_t1, lm) * e_lmscale; +#endif + #ifdef FULLBRIGHT gl_FragColor.rgb += texture2D(s_t4, tc).rgb; #endif