!!ver 110 !!permu FOG !!permu BUMP !!permu LIGHTSTYLED !!permu FULLBRIGHT !!permu REFLECTCUBEMASK !!permu NOFOG !!samps diffuse !!samps lightmap !!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3 !!samps =BUMP normalmap !!samps =FULLBRIGHT fullbright // 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 return lightmaps; } void main (void) { vec4 diffuse_f; diffuse_f = texture2D(s_diffuse, tex_c); diffuse_f.rgb *= e_colourident.rgb; #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.g; 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 /* when ENVFROMNORM is set, we don't invert the refl */ #if defined(ENVFROMNORM) #define refl texture2D(s_normalmap, tex_c).a #else #define refl 1.0 - texture2D(s_normalmap, tex_c).a #endif #endif #endif vec3 cube_c = reflect(-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 FULLBRIGHT diffuse_f.rgb += texture2D(s_fullbright, tex_c).rgb * texture2D(s_fullbright, tex_c).a; #endif #ifdef NOFOG gl_FragColor = diffuse_f; #else gl_FragColor = fog4(diffuse_f); #endif } #endif