3061ed448f
implemented identify+iplog stuff for nq users. r_tessellation forces blinn tessellation on meshes. can also be specified manually. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5055 fc73d0e0-1445-4013-8a0c-d673dee63da5
350 lines
10 KiB
GLSL
350 lines
10 KiB
GLSL
!!ver 100 150
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!!permu TESS
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!!permu DELUXE
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!!permu FULLBRIGHT
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!!permu FOG
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!!permu LIGHTSTYLED
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!!permu BUMP
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!!permu SPECULAR
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!!permu REFLECTCUBEMASK
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!!cvarf r_glsl_offsetmapping_scale
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!!cvarf gl_specular
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!!cvardf r_tessellation=0
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#include "sys/defs.h"
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//this is what normally draws all of your walls, even with rtlights disabled
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//note that the '286' preset uses drawflat_walls instead.
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#include "sys/fog.h"
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#if !defined(TESS_CONTROL_SHADER)
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#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
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varying vec3 eyevector;
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#endif
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#ifdef REFLECTCUBEMASK
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varying mat3 invsurface;
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#endif
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varying vec2 tc;
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#ifdef VERTEXLIT
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varying vec4 vc;
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#else
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#ifdef LIGHTSTYLED
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//we could use an offset, but that would still need to be per-surface which would break batches
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//fixme: merge attributes?
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varying vec2 lm0, lm1, lm2, lm3;
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#else
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varying vec2 lm0;
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#endif
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#endif
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#endif
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#ifdef VERTEX_SHADER
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#ifdef TESS
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varying vec3 vertex, normal;
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#endif
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void main ()
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{
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#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
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vec3 eyeminusvertex = e_eyepos - v_position.xyz;
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eyevector.x = dot(eyeminusvertex, v_svector.xyz);
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eyevector.y = dot(eyeminusvertex, v_tvector.xyz);
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eyevector.z = dot(eyeminusvertex, v_normal.xyz);
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#endif
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#ifdef REFLECTCUBEMASK
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invsurface[0] = v_svector;
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invsurface[1] = v_tvector;
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invsurface[2] = v_normal;
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#endif
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tc = v_texcoord;
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#ifdef VERTEXLIT
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#ifdef LIGHTSTYLED
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//FIXME, only one colour.
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vc = v_colour * e_lmscale[0];
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#else
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vc = v_colour * e_lmscale;
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#endif
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#else
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lm0 = v_lmcoord;
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#ifdef LIGHTSTYLED
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lm1 = v_lmcoord2;
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lm2 = v_lmcoord3;
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lm3 = v_lmcoord4;
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#endif
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#endif
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gl_Position = ftetransform();
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#ifdef TESS
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vertex = v_position;
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normal = v_normal;
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#endif
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}
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#endif
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#if defined(TESS_CONTROL_SHADER)
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layout(vertices = 3) out;
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in vec3 vertex[];
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out vec3 t_vertex[];
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in vec3 normal[];
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out vec3 t_normal[];
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#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
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in vec3 eyevector[];
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out vec3 t_eyevector[];
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#endif
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#ifdef REFLECTCUBEMASK
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in mat3 invsurface[];
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out mat3 t_invsurface[];
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#endif
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in vec2 tc[];
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out vec2 t_tc[];
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#ifdef VERTEXLIT
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in vec4 vc[];
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out vec4 t_vc[];
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#else
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in vec2 lm0[];
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out vec2 t_lm0[];
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#ifdef LIGHTSTYLED
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in vec2 lm1[], lm2[], lm3[];
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out vec2 t_lm1[], t_lm2[], t_lm3[];
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#endif
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#endif
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void main()
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{
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//the control shader needs to pass stuff through
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#define id gl_InvocationID
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t_vertex[id] = vertex[id];
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t_normal[id] = normal[id];
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#ifdef REFLECTCUBEMASK
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t_invsurface[id] = invsurface[id];
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#endif
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t_tc[id] = tc[id];
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#ifdef VERTEXLIT
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t_vc[id] = vc[id];
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#else
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t_lm0[id] = lm0[id];
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#ifdef LIGHTSTYLED
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t_lm1[id] = lm1[id];
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t_lm2[id] = lm2[id];
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t_lm3[id] = lm3[id];
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#endif
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#endif
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#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
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t_eyevector[id] = eyevector[id];
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#endif
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gl_TessLevelOuter[0] = float(r_tessellation)+1.0;
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gl_TessLevelOuter[1] = float(r_tessellation)+1.0;
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gl_TessLevelOuter[2] = float(r_tessellation)+1.0;
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gl_TessLevelInner[0] = float(r_tessellation)+1.0;
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}
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#endif
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#if defined(TESS_EVALUATION_SHADER)
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layout(triangles) in;
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in vec3 t_vertex[];
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in vec3 t_normal[];
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#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
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in vec3 t_eyevector[];
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#endif
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#ifdef REFLECTCUBEMASK
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in mat3 t_invsurface[];
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#endif
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in vec2 t_tc[];
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#ifdef VERTEXLIT
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in vec4 t_vc[];
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#else
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#ifdef LIGHTSTYLED
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//we could use an offset, but that would still need to be per-surface which would break batches
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//fixme: merge attributes?
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in vec2 t_lm0[], t_lm1[], t_lm2[], t_lm3[];
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#else
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in vec2 t_lm0[];
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#endif
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#endif
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#define LERP(a) (gl_TessCoord.x*a[0] + gl_TessCoord.y*a[1] + gl_TessCoord.z*a[2])
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void main()
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{
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#define factor 1.0
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tc = LERP(t_tc);
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#ifdef VERTEXLIT
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vc = LERP(t_vc);
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#else
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lm0 = LERP(t_lm0);
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#ifdef LIGHTSTYLED
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lm1 = LERP(t_lm1);
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lm2 = LERP(t_lm2);
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lm3 = LERP(t_lm3);
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#endif
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#endif
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vec3 w = LERP(t_vertex);
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vec3 t0 = w - dot(w-t_vertex[0],t_normal[0])*t_normal[0];
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vec3 t1 = w - dot(w-t_vertex[1],t_normal[1])*t_normal[1];
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vec3 t2 = w - dot(w-t_vertex[2],t_normal[2])*t_normal[2];
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w = w*(1.0-factor) + factor*(gl_TessCoord.x*t0+gl_TessCoord.y*t1+gl_TessCoord.z*t2);
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#if defined(PCF) || defined(SPOT) || defined(CUBE)
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//for texture projections/shadowmapping on dlights
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vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));
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#endif
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//FIXME: we should be recalcing these here, instead of just lerping them
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#ifdef REFLECTCUBEMASK
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invsurface = LERP(t_invsurface);
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#endif
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#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
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eyevector = LERP(t_eyevector);
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#endif
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gl_Position = m_modelviewprojection * vec4(w,1.0);
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}
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#endif
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#ifdef FRAGMENT_SHADER
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//samplers
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#define s_colourmap s_t0
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uniform sampler2D s_colourmap;
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#ifdef SPECULAR
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uniform float cvar_gl_specular;
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#endif
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#ifdef OFFSETMAPPING
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#include "sys/offsetmapping.h"
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#endif
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void main ()
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{
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//adjust texture coords for offsetmapping
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#ifdef OFFSETMAPPING
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vec2 tcoffsetmap = offsetmap(s_normalmap, tc, eyevector);
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#define tc tcoffsetmap
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#endif
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#if defined(EIGHTBIT) && !defined(LIGHTSTYLED)
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//optional: round the lightmap coords to ensure all pixels within a texel have different lighting values either. it just looks wrong otherwise.
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//don't bother if its lightstyled, such cases will have unpredictable correlations anyway.
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//FIXME: this rounding is likely not correct with respect to software rendering. oh well.
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#if __VERSION__ >= 130
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vec2 lmsize = vec2(textureSize(s_lightmap0, 0));
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#else
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#define lmsize vec2(128.0,2048.0)
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#endif
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#define texelstolightmap (16.0)
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vec2 lmcoord0 = floor(lm0 * lmsize*texelstolightmap)/(lmsize*texelstolightmap);
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#define lm0 lmcoord0
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#endif
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//yay, regular texture!
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gl_FragColor = texture2D(s_diffuse, tc);
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#if defined(BUMP) && (defined(DELUXE) || defined(SPECULAR) || defined(REFLECTCUBEMASK))
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vec3 norm = normalize(texture2D(s_normalmap, tc).rgb - 0.5);
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#elif defined(SPECULAR) || defined(DELUXE) || defined(REFLECTCUBEMASK)
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vec3 norm = vec3(0, 0, 1); //specular lighting expects this to exist.
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#endif
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//modulate that by the lightmap(s) including deluxemap(s)
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#ifdef VERTEXLIT
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#ifdef LIGHTSTYLED
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vec3 lightmaps = vc.rgb;
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#else
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vec3 lightmaps = vc.rgb;
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#endif
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#else
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#ifdef LIGHTSTYLED
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vec3 lightmaps;
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#ifdef DELUXE
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lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(norm, 2.0*texture2D(s_deluxmap0, lm0).rgb-0.5);
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lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(norm, 2.0*texture2D(s_deluxmap1, lm1).rgb-0.5);
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lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(norm, 2.0*texture2D(s_deluxmap2, lm2).rgb-0.5);
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lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(norm, 2.0*texture2D(s_deluxmap3, lm3).rgb-0.5);
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#else
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lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb;
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lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb;
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lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb;
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lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb;
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#endif
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#else
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vec3 lightmaps = (texture2D(s_lightmap, lm0) * e_lmscale).rgb;
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//modulate by the bumpmap dot light
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#ifdef DELUXE
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vec3 delux = 2.0*(texture2D(s_deluxmap, lm0).rgb-0.5);
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lightmaps *= 1.0 / max(0.25, delux.z); //counter the darkening from deluxmaps
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lightmaps *= dot(norm, delux);
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#endif
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#endif
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#endif
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//add in specular, if applicable.
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#ifdef SPECULAR
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vec4 specs = texture2D(s_specular, tc);
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#if defined(DELUXE) && !defined(VERTEXLIT)
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//not lightstyled...
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vec3 halfdir = normalize(normalize(eyevector) + 2.0*(texture2D(s_deluxmap0, lm0).rgb-0.5)); //this norm should be the deluxemap info instead
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#else
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vec3 halfdir = normalize(normalize(eyevector) + vec3(0.0, 0.0, 1.0)); //this norm should be the deluxemap info instead
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#endif
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float spec = pow(max(dot(halfdir, norm), 0.0), 32.0 * specs.a);
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spec *= cvar_gl_specular;
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//NOTE: rtlights tend to have a *4 scaler here to over-emphasise the effect because it looks cool.
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//As not all maps will have deluxemapping, and the double-cos from the light util makes everything far too dark anyway,
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//we default to something that is not garish when the light value is directly infront of every single pixel.
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//we can justify this difference due to the rtlight editor etc showing the *4.
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gl_FragColor.rgb += spec * specs.rgb;
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#endif
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#ifdef REFLECTCUBEMASK
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vec3 rtc = reflect(-eyevector, norm);
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rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2];
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rtc = (m_model * vec4(rtc.xyz,0.0)).xyz;
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gl_FragColor.rgb += texture2D(s_reflectmask, tc).rgb * textureCube(s_reflectcube, rtc).rgb;
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#endif
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#ifdef EIGHTBIT //FIXME: with this extra flag, half the permutations are redundant.
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lightmaps *= 0.5; //counter the fact that the colourmap contains overbright values and logically ranges from 0 to 2 intead of to 1.
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float pal = texture2D(s_paletted, tc).r; //the palette index. hopefully not interpolated.
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lightmaps -= 1.0 / 128.0; //software rendering appears to round down, so make sure we favour the lower values instead of rounding to the nearest
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gl_FragColor.r = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.r)).r; //do 3 lookups. this is to cope with lit files, would be a waste to not support those.
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gl_FragColor.g = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.g)).g; //its not very softwarey, but re-palettizing is ugly.
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gl_FragColor.b = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.b)).b; //without lits, it should be identical.
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#else
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//now we have our diffuse+specular terms, modulate by lightmap values.
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gl_FragColor.rgb *= lightmaps.rgb;
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//add on the fullbright
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#ifdef FULLBRIGHT
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gl_FragColor.rgb += texture2D(s_fullbright, tc).rgb;
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#endif
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#endif
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//entity modifiers
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gl_FragColor = gl_FragColor * e_colourident;
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//and finally hide it all if we're fogged.
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#ifdef FOG
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gl_FragColor = fog4(gl_FragColor);
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#endif
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}
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#endif
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