!!ver 100 150 !!permu FRAMEBLEND !!permu BUMP !!permu FOG !!permu NOFOG !!permu SKELETAL !!permu FULLBRIGHT !!permu AMBIENTCUBE !!permu REFLECTCUBEMASK !!samps diffuse !!samps =BUMP normalmap !!samps =FULLBRIGHT fullbright !!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; varying vec4 light; /* CUBEMAPS ONLY */ #ifdef REFLECTCUBEMASK varying vec3 eyevector; varying mat3 invsurface; #endif #ifndef ENVTINT #define ENVTINT 1.0,1.0,1.0 #endif #ifndef ENVSAT #define ENVSAT 1.0 #endif #ifdef FAKESHADOWS varying vec4 vtexprojcoord; #endif #ifdef VERTEX_SHADER #include "sys/skeletal.h" float lambert(vec3 normal, vec3 dir) { return dot(normal, dir); } float halflambert(vec3 normal, vec3 dir) { return (dot(normal, dir) * 0.5) + 0.5; } void main (void) { vec3 n, s, t, w; tex_c = v_texcoord; gl_Position = skeletaltransform_wnst(w,n,s,t); norm = n = normalize(n); s = normalize(s); t = normalize(t); light.rgba = vec4(e_light_ambient, 1.0); #ifdef AMBIENTCUBE //no specular effect here. use rtlights for that. vec3 nn = norm*norm; //FIXME: should be worldspace normal. light.rgb = 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.rgb += max(0.0,halflambert(n,e_light_dir)) * e_light_mul; #else light.rgb += max(0.0,dot(n,e_light_dir)) * e_light_mul; #endif #endif /* CUBEMAPS ONLY */ #ifdef REFLECTCUBEMASK invsurface = mat3(s, t, n); 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 FAKESHADOWS vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0)); #endif } #endif #ifdef FRAGMENT_SHADER #include "sys/fog.h" #include "sys/pcf.h" vec3 env_saturation(vec3 rgb, float adjustment) { vec3 intensity = vec3(dot(rgb, vec3(0.2126,0.7152,0.0722))); return mix(intensity, rgb, adjustment); } void main (void) { vec4 diffuse_f = texture2D(s_diffuse, tex_c); #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.g; normal_f = normalize(normal_f.rgb - 0.5); #else vec3 normal_f = vec3(0.0,0.0,1.0); #endif /* CUBEMAPS ONLY */ #ifdef REFLECTCUBEMASK #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); vec3 cube_tint = vec3(ENVTINT); vec3 cube_sat = vec3(ENVSAT); 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; vec3 cube_t = env_saturation(textureCube(s_reflectcube, cube_c).rgb, cube_sat.r); cube_t.r *= cube_tint.r; cube_t.g *= cube_tint.g; cube_t.b *= cube_tint.b; diffuse_f.rgb += (cube_t * vec3(refl,refl,refl)); #endif diffuse_f.rgb *= light.rgb * e_colourident.rgb; #ifdef FAKESHADOWS diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord); #endif #ifdef FULLBRIGHT diffuse_f.rgb += texture2D(s_fullbright, tex_c).rgb * texture2D(s_fullbright, tex_c).a; #endif #if 1 gl_FragColor = diffuse_f; #else gl_FragColor = fog4(diffuse_f); #endif } #endif