d1d0d86fea
Fix sound source issues in Q3. Fix q2 air acceleration/prediction omission. Don't change console completion while typing (while that option is still possible). Shift+tab now cycles completion backwards (now ctrl+shift for cycle subconsoles). Allow a few things to ignore sv_pure - including csprogs files (which is useful for all the mods that come with the csprogs.dat distributed separately). clamp pitch values to the range documented by openal, to hopefully avoid error spam. add some colour coding to the text editor when shader files are being edited/viewed. Changed how overbrights are clamped on q3bsp. Added portalfboscale for explicit texture scales on portal/refract/reflect fbos. qc decompiler can now at least attempt to decompile qtest's qc. fteqccgui can now be pointed at a .pak file, and decompile the progs.dat inside. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5269 fc73d0e0-1445-4013-8a0c-d673dee63da5
364 lines
10 KiB
GLSL
364 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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!!cvardf r_tessellation_level=5
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!!samps diffuse lightmap specular normalmap fullbright reflectmask reflectcube paletted lightmap1 lightmap2 lightmap3 deluxemap deluxemap1 deluxemap2 deluxemap3
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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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#if defined(REFLECTCUBEMASK) || defined(BUMPMODELSPACE)
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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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#if defined(REFLECTCUBEMASK) || defined(BUMPMODELSPACE)
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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 FLOW
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tc.s += e_time * -0.5;
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#endif
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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_level);
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gl_TessLevelOuter[1] = float(r_tessellation_level);
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gl_TessLevelOuter[2] = float(r_tessellation_level);
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gl_TessLevelInner[0] = float(r_tessellation_level);
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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 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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#define deluxe vec3(0.0,0.0,1.0)
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#else
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#ifdef LIGHTSTYLED
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#define deluxe vec3(0.0,0.0,1.0)
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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_deluxemap0, lm0).rgb-0.5);
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lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(norm, 2.0*texture2D(s_deluxemap1, lm1).rgb-0.5);
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lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(norm, 2.0*texture2D(s_deluxemap2, lm2).rgb-0.5);
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lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(norm, 2.0*texture2D(s_deluxemap3, 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 deluxe = (texture2D(s_deluxemap, lm0).rgb-0.5);
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#ifdef BUMPMODELSPACE
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deluxe = normalize(deluxe*invsurface);
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#else
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lightmaps *= 2.0 / max(0.25, deluxe.z); //counter the darkening from deluxemaps
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#endif
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lightmaps *= dot(norm, deluxe);
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#else
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#define deluxe vec3(0.0,0.0,1.0)
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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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vec3 halfdir = normalize(normalize(eyevector) + deluxe); //this norm should be the deluxemap info instead
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float spec = pow(max(dot(halfdir, norm), 0.0), FTE_SPECULAR_EXPONENT * specs.a);
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spec *= FTE_SPECULAR_MULTIPLIER;
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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(normalize(-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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#if defined(MASK)
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#if defined(MASKLT)
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if (gl_FragColor.a < MASK)
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discard;
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#else
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if (gl_FragColor.a >= MASK)
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discard;
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#endif
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gl_FragColor.a = 1.0; //alpha blending AND alpha testing usually looks stupid, plus it screws up our fog.
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#endif
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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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