eukara
e4c4938efe
* HL2 plugin: bunch of vmt parsing additions, and a hack to load old Left4Dead .vpk files.
173 lines
3.9 KiB
GLSL
173 lines
3.9 KiB
GLSL
!!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
|