1
0
Fork 0
forked from fte/fteqw
fteqw/engine/shaders/glsl/defaultwall.glsl
Spoike 27a59a0cbc LOTS OF CHANGES. was hoping to get revision 5000 perfect, but really that's never going to happen. this has gone on for too long now.
vulkan, wasapi, quake injector features added.
irc, avplug, cef plugins/drivers reworked/updated/added
openal reverb, doppler effects added.
'dir' console command now attempts to view clicked files.
lots of warning fixes, should now only be deprecation warnings for most targets (depending on compiler version anyway...).
SendEntity finally reworked to use flags properly.
effectinfo improved, other smc-targetted fixes.
mapcluster stuff now has support for linux.
.basebone+.baseframe now exist in ssqc.
qcc: -Fqccx supports qccx syntax, including qccx hacks. don't expect these to work in fteqw nor dp though.
qcc: rewrote function call handling to use refs rather than defs. this makes struct passing more efficient and makes the __out keyword usable with fields etc.
qccgui: can cope a little better with non-unicode files. can now represent most quake chars.
qcc: suppressed warnings from *extensions.qc

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5000 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-07-12 00:40:13 +00:00

193 lines
6.6 KiB
GLSL

!!permu DELUXE
!!permu FULLBRIGHT
!!permu FOG
!!permu LIGHTSTYLED
!!permu BUMP
!!permu SPECULAR
!!permu REFLECTCUBEMASK
!!cvarf r_glsl_offsetmapping_scale
!!cvarf gl_specular
#include "sys/defs.h"
//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) || defined(REFLECTCUBEMASK)
varying vec3 eyevector;
#endif
#ifdef REFLECTCUBEMASK
varying mat3 invsurface;
#endif
varying vec2 tc;
#ifdef VERTEXLIT
varying vec4 vc;
#else
#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 lm0, lm1, lm2, lm3;
#else
varying vec2 lm0;
#endif
#endif
#ifdef VERTEX_SHADER
void main ()
{
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
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 REFLECTCUBEMASK
invsurface[0] = v_svector;
invsurface[1] = v_tvector;
invsurface[2] = v_normal;
#endif
tc = v_texcoord;
#ifdef VERTEXLIT
#ifdef LIGHTSTYLED
//FIXME, only one colour.
vc = v_colour * e_lmscale[0];
#else
vc = v_colour * e_lmscale;
#endif
#else
lm0 = v_lmcoord;
#ifdef LIGHTSTYLED
lm1 = v_lmcoord2;
lm2 = v_lmcoord3;
lm3 = v_lmcoord4;
#endif
#endif
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
//samplers
#define s_colourmap s_t0
uniform sampler2D s_colourmap;
#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_normalmap, tc, eyevector);
#define tc tcoffsetmap
#endif
#if defined(EIGHTBIT) && !defined(LIGHTSTYLED)
//optional: round the lightmap coords to ensure all pixels within a texel have different lighting values either. it just looks wrong otherwise.
//don't bother if its lightstyled, such cases will have unpredictable correlations anyway.
//FIXME: this rounding is likely not correct with respect to software rendering. oh well.
vec2 lmcoord0 = floor(lm0 * 512.0*16.0)/(512.0*16.0);
#define lm0 lmcoord0
#endif
//yay, regular texture!
gl_FragColor = texture2D(s_diffuse, tc);
#if defined(BUMP) && (defined(DELUXE) || defined(SPECULAR) || defined(REFLECTCUBEMASK))
vec3 norm = normalize(texture2D(s_normalmap, tc).rgb - 0.5);
#elif defined(SPECULAR) || defined(DELUXE) || defined(REFLECTCUBEMASK)
vec3 norm = vec3(0, 0, 1); //specular lighting expects this to exist.
#endif
//modulate that by the lightmap(s) including deluxemap(s)
#ifdef VERTEXLIT
#ifdef LIGHTSTYLED
vec3 lightmaps = vc.rgb;
#else
vec3 lightmaps = vc.rgb;
#endif
#else
#ifdef LIGHTSTYLED
vec3 lightmaps;
#ifdef DELUXE
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(norm, 2.0*texture2D(s_deluxmap0, lm0).rgb-0.5);
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(norm, 2.0*texture2D(s_deluxmap1, lm1).rgb-0.5);
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(norm, 2.0*texture2D(s_deluxmap2, lm2).rgb-0.5);
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(norm, 2.0*texture2D(s_deluxmap3, lm3).rgb-0.5);
#else
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb;
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb;
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb;
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb;
#endif
#else
vec3 lightmaps = (texture2D(s_lightmap, lm0) * e_lmscale).rgb;
//modulate by the bumpmap dot light
#ifdef DELUXE
vec3 delux = 2.0*(texture2D(s_deluxmap, lm0).rgb-0.5);
lightmaps *= 1.0 / max(0.25, delux.z); //counter the darkening from deluxmaps
lightmaps *= dot(norm, delux);
#endif
#endif
#endif
//add in specular, if applicable.
#ifdef SPECULAR
vec4 specs = texture2D(s_specular, tc);
#if defined(DELUXE) && !defined(VERTEXLIT)
//not lightstyled...
vec3 halfdir = normalize(normalize(eyevector) + 2.0*(texture2D(s_deluxmap0, lm0).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
#ifdef REFLECTCUBEMASK
vec3 rtc = reflect(-eyevector, norm);
rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2];
rtc = (m_model * vec4(rtc.xyz,0.0)).xyz;
gl_FragColor.rgb += texture2D(s_reflectmask, tc).rgb * textureCube(s_reflectcube, rtc).rgb;
#endif
#ifdef EIGHTBIT //FIXME: with this extra flag, half the permutations are redundant.
lightmaps *= 0.5; //counter the fact that the colourmap contains overbright values and logically ranges from 0 to 2 intead of to 1.
float pal = texture2D(s_paletted, tc).r; //the palette index. hopefully not interpolated.
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
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.
gl_FragColor.g = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.g)).g; //its not very softwarey, but re-palettizing is ugly.
gl_FragColor.b = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.b)).b; //without lits, it should be identical.
#else
//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_fullbright, tc).rgb;
#endif
#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