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fteqw/engine/shaders/glsl/defaultwall.glsl
Spoike 38a9770253 add support for symlinks in zips.
try to fix normalmaps on q3bsps. could do with verification, but at least I'm not the only one with a bug if its still buggy.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4578 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-01-13 02:42:25 +00:00

170 lines
5 KiB
GLSL

!!permu DELUXE
!!permu FULLBRIGHT
!!permu FOG
!!permu LIGHTSTYLED
!!permu BUMP
!!permu SPECULAR
!!cvarf r_glsl_offsetmapping_scale
!!cvarf gl_specular
//this is what normally draws all of your walls, even with rtlights disabled
//note that the '286' preset uses drawflat_walls instead.
#include "sys/fog.h"
#if defined(OFFSETMAPPING) || defined(SPECULAR)
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;
#ifdef LIGHTSTYLED
attribute vec2 v_lmcoord2;
attribute vec2 v_lmcoord3;
attribute vec2 v_lmcoord4;
#endif
#if defined(OFFSETMAPPING) || defined(SPECULAR)
uniform vec3 e_eyepos;
attribute vec3 v_normal;
attribute vec3 v_svector;
attribute vec3 v_tvector;
#endif
void main ()
{
#if defined(OFFSETMAPPING) || defined(SPECULAR)
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
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; //diffuse
uniform sampler2D s_t1; //lightmap0
#if defined(BUMP) && (defined(OFFSETMAPPING) || defined(DELUXE) || defined(SPECULAR))
uniform sampler2D s_t2; //normal.rgb+height.a
#endif
#ifdef DELUXE
uniform sampler2D s_t3; //deluxe0
#endif
#ifdef FULLBRIGHT
uniform sampler2D s_t4; //fullbright
#endif
#ifdef SPECULAR
uniform sampler2D s_t5; //specular
#endif
#ifdef LIGHTSTYLED
uniform sampler2D s_t6; //lightmap1
uniform sampler2D s_t7; //lightmap2
uniform sampler2D s_t8; //lightmap3
uniform sampler2D s_t9; //deluxe1
uniform sampler2D s_t10; //deluxe2
uniform sampler2D s_t11; //deluxe3
#endif
#ifdef LIGHTSTYLED
uniform vec4 e_lmscale[4];
#else
uniform vec4 e_lmscale;
#endif
uniform vec4 e_colourident;
#ifdef SPECULAR
uniform float cvar_gl_specular;
#endif
#ifdef OFFSETMAPPING
#include "sys/offsetmapping.h"
#endif
void main ()
{
//adjust texture coords for offsetmapping
#ifdef OFFSETMAPPING
vec2 tcoffsetmap = offsetmap(s_t2, tc, eyevector);
#define tc tcoffsetmap
#endif
//yay, regular texture!
gl_FragColor = texture2D(s_t0, tc);
#if defined(BUMP) && (defined(DELUXE) || defined(SPECULAR))
vec3 norm = normalize(texture2D(s_t2, tc).rgb - 0.5);
#elif defined(SPECULAR) || defined(DELUXE)
vec3 norm = vec3(0, 0, 1); //specular lighting expects this to exist.
#endif
//modulate that by the lightmap(s) including deluxemap(s)
#ifdef LIGHTSTYLED
vec3 lightmaps;
#ifdef DELUXE
lightmaps = texture2D(s_t1, lm ).rgb * e_lmscale[0].rgb * dot(norm, texture2D(s_t3, lm ).rgb);
lightmaps += texture2D(s_t6, lm2).rgb * e_lmscale[1].rgb * dot(norm, texture2D(s_t9, lm2).rgb);
lightmaps += texture2D(s_t7, lm3).rgb * e_lmscale[2].rgb * dot(norm, texture2D(s_t10, lm3).rgb);
lightmaps += texture2D(s_t8, lm4).rgb * e_lmscale[3].rgb * dot(norm, texture2D(s_t11,lm4).rgb);
#else
lightmaps = texture2D(s_t1, lm ).rgb * e_lmscale[0].rgb;
lightmaps += texture2D(s_t6, lm2).rgb * e_lmscale[1].rgb;
lightmaps += texture2D(s_t7, lm3).rgb * e_lmscale[2].rgb;
lightmaps += texture2D(s_t8, lm4).rgb * e_lmscale[3].rgb;
#endif
#else
vec3 lightmaps = (texture2D(s_t1, lm) * e_lmscale).rgb;
//modulate by the bumpmap dot light
#ifdef DELUXE
lightmaps *= dot(norm, 2.0*(texture2D(s_t3, lm).rgb-0.5));
#endif
#endif
#ifdef SPECULAR
vec4 specs = texture2D(s_t5, tc);
#ifdef DELUXE
//not lightstyled...
vec3 halfdir = normalize(normalize(eyevector) + 2.0*(texture2D(s_t3, lm).rgb-0.5)); //this norm should be the deluxemap info instead
#else
vec3 halfdir = normalize(normalize(eyevector) + vec3(0.0, 0.0, 1.0)); //this norm should be the deluxemap info instead
#endif
float spec = pow(max(dot(halfdir, norm), 0.0), 32.0 * specs.a);
spec *= cvar_gl_specular;
//NOTE: rtlights tend to have a *4 scaler here to over-emphasise the effect because it looks cool.
//As not all maps will have deluxemapping, and the double-cos from the light util makes everything far too dark anyway,
//we default to something that is not garish when the light value is directly infront of every single pixel.
//we can justify this difference due to the rtlight editor etc showing the *4.
gl_FragColor.rgb += spec * specs.rgb;
#endif
//now we have our diffuse+specular terms, modulate by lightmap values.
gl_FragColor.rgb *= lightmaps.rgb;
//add on the fullbright
#ifdef FULLBRIGHT
gl_FragColor.rgb += texture2D(s_t4, tc).rgb;
#endif
//entity modifiers
gl_FragColor = gl_FragColor * e_colourident;
//and finally hide it all if we're fogged.
#ifdef FOG
gl_FragColor = fog4(gl_FragColor);
#endif
}
#endif