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fteqw/engine/shaders/glsl/defaultskin.glsl
Spoike 0f7bbfcf0e Implement an area grid, primarily to avoid mods(read: xonotic) generating 2000 ents all sitting on the root area node.
Add separate cl_movement cvar to enable/disable reporting input sequences to DP servers (which use different pathways). Does not affect other protocols. This is separate from cl_nopred but will usually have the same result in the long run.
Fixed movevalues for DPP7 clients, if they try using prediction they should now (mostly) get the same values that DP normally uses for QW servers.
Reworked sky overrides somewhat. Now uses skyboxes where possible.
Fixed dpcompat_makeshitup a little, for better compat.
Fixed echo $foo$bar not exanding bar.
Try to fix the meanings of vid_hardwaregamma.
Fixes for builtins/features/etc that apparently only xonotic uses.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5143 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-08-29 02:29:06 +00:00

285 lines
6.9 KiB
GLSL

!!ver 100 150
!!permu TESS
!!permu FULLBRIGHT
!!permu UPPERLOWER
!!permu FRAMEBLEND
!!permu SKELETAL
!!permu FOG
!!permu BUMP
!!permu REFLECTCUBEMASK
!!cvarf r_glsl_offsetmapping_scale
!!cvarf gl_specular
!!cvardf gl_affinemodels=0
!!cvardf r_tessellation_level=5
!!samps diffuse normalmap specular fullbright upper lower paletted
#include "sys/defs.h"
//standard shader used for models.
//must support skeletal and 2-way vertex blending or Bad Things Will Happen.
//the vertex shader is responsible for calculating lighting values.
#if gl_affinemodels==1 && __VERSION__ >= 130
#define affine noperspective
#else
#define affine
#endif
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
affine varying vec2 tc;
varying vec3 light;
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
varying vec3 eyevector;
#endif
#ifdef REFLECTCUBEMASK
varying mat3 invsurface;
#endif
#ifdef TESS
varying vec3 vertex;
varying vec3 normal;
#endif
void main ()
{
#if defined(SPECULAR)||defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
vec3 n, s, t, w;
gl_Position = skeletaltransform_wnst(w,n,s,t);
vec3 eyeminusvertex = e_eyepos - w.xyz;
eyevector.x = dot(eyeminusvertex, s.xyz);
eyevector.y = dot(eyeminusvertex, t.xyz);
eyevector.z = dot(eyeminusvertex, n.xyz);
#else
vec3 n, s, t, w;
gl_Position = skeletaltransform_wnst(w,n,s,t);
#endif
#ifdef REFLECTCUBEMASK
invsurface[0] = s;
invsurface[1] = t;
invsurface[2] = n;
#endif
tc = v_texcoord;
float d = dot(n,e_light_dir);
if (d < 0.0) //vertex shader. this might get ugly, but I don't really want to make it per vertex.
d = 0.0; //this avoids the dark side going below the ambient level.
light = e_light_ambient + (dot(n,e_light_dir)*e_light_mul);
#ifdef TESS
normal = n;
vertex = w;
#endif
}
#endif
#if defined(TESS_CONTROL_SHADER)
layout(vertices = 3) out;
in vec3 vertex[];
out vec3 t_vertex[];
in vec3 normal[];
out vec3 t_normal[];
affine in vec2 tc[];
affine out vec2 t_tc[];
in vec3 light[];
out vec3 t_light[];
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
in vec3 eyevector[];
out vec3 t_eyevector[];
#endif
#ifdef REFLECTCUBEMASK
in mat3 invsurface[];
out mat3 t_invsurface[];
#endif
void main()
{
//the control shader needs to pass stuff through
#define id gl_InvocationID
t_vertex[id] = vertex[id];
t_normal[id] = normal[id];
t_tc[id] = tc[id];
t_light[id] = light[id];
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
t_eyevector[id] = eyevector[id];
#endif
#ifdef REFLECTCUBEMASK
t_invsurface[id][0] = invsurface[id][0];
t_invsurface[id][1] = invsurface[id][1];
t_invsurface[id][2] = invsurface[id][2];
#endif
gl_TessLevelOuter[0] = float(r_tessellation_level);
gl_TessLevelOuter[1] = float(r_tessellation_level);
gl_TessLevelOuter[2] = float(r_tessellation_level);
gl_TessLevelInner[0] = float(r_tessellation_level);
}
#endif
#if defined(TESS_EVALUATION_SHADER)
layout(triangles) in;
in vec3 t_vertex[];
in vec3 t_normal[];
affine in vec2 t_tc[];
affine out vec2 tc;
in vec3 t_light[];
out vec3 light;
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
in vec3 t_eyevector[];
out vec3 eyevector;
#endif
#ifdef REFLECTCUBEMASK
in mat3 t_invsurface[];
out mat3 invsurface;
#endif
#define LERP(a) (gl_TessCoord.x*a[0] + gl_TessCoord.y*a[1] + gl_TessCoord.z*a[2])
void main()
{
#define factor 1.0
tc = LERP(t_tc);
vec3 w = LERP(t_vertex);
vec3 t0 = w - dot(w-t_vertex[0],t_normal[0])*t_normal[0];
vec3 t1 = w - dot(w-t_vertex[1],t_normal[1])*t_normal[1];
vec3 t2 = w - dot(w-t_vertex[2],t_normal[2])*t_normal[2];
w = w*(1.0-factor) + factor*(gl_TessCoord.x*t0+gl_TessCoord.y*t1+gl_TessCoord.z*t2);
//FIXME: we should be recalcing these here, instead of just lerping them
light = LERP(t_light);
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
eyevector = LERP(t_eyevector);
#endif
#ifdef REFLECTCUBEMASK
invsurface[0] = LERP(t_invsurface[0]);
invsurface[1] = LERP(t_invsurface[1]);
invsurface[2] = LERP(t_invsurface[2]);
#endif
gl_Position = m_modelviewprojection * vec4(w,1.0);
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
#if defined(SPECULAR)
uniform float cvar_gl_specular;
#endif
#ifdef OFFSETMAPPING
#include "sys/offsetmapping.h"
#endif
#ifdef EIGHTBIT
#define s_colourmap s_t0
uniform sampler2D s_colourmap;
#endif
affine varying vec2 tc;
varying vec3 light;
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
varying vec3 eyevector;
#endif
#ifdef REFLECTCUBEMASK
varying mat3 invsurface;
#endif
void main ()
{
vec4 col, sp;
#ifdef OFFSETMAPPING
vec2 tcoffsetmap = offsetmap(s_normalmap, tc, eyevector);
#define tc tcoffsetmap
#endif
#ifdef EIGHTBIT
vec3 lightlev = light;
//FIXME: with this extra flag, half the permutations are redundant.
lightlev *= 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.
lightlev -= 1.0 / 128.0; //software rendering appears to round down, so make sure we favour the lower values instead of rounding to the nearest
col.r = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.r)).r; //do 3 lookups. this is to cope with lit files, would be a waste to not support those.
col.g = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.g)).g; //its not very softwarey, but re-palettizing is ugly.
col.b = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.b)).b; //without lits, it should be identical.
col.a = (pal<1.0)?1.0:0.0;
#else
col = texture2D(s_diffuse, tc);
#ifdef UPPER
vec4 uc = texture2D(s_upper, tc);
col.rgb += uc.rgb*e_uppercolour*uc.a;
#endif
#ifdef LOWER
vec4 lc = texture2D(s_lower, tc);
col.rgb += lc.rgb*e_lowercolour*lc.a;
#endif
#if defined(BUMP) && defined(SPECULAR)
vec3 bumps = normalize(vec3(texture2D(s_normalmap, tc)) - 0.5);
vec4 specs = texture2D(s_specular, tc);
vec3 halfdir = normalize(normalize(eyevector) + vec3(0.0, 0.0, 1.0));
float spec = pow(max(dot(halfdir, bumps), 0.0), FTE_SPECULAR_EXPONENT * specs.a);
col.rgb += FTE_SPECULAR_MULTIPLIER * spec * specs.rgb;
#elif defined(REFLECTCUBEMASK)
vec3 bumps = vec3(0, 0, 1);
#endif
#ifdef REFLECTCUBEMASK
vec3 rtc = reflect(-eyevector, bumps);
rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2];
rtc = (m_model * vec4(rtc.xyz,0.0)).xyz;
col.rgb += texture2D(s_reflectmask, tc).rgb * textureCube(s_reflectcube, rtc).rgb;
#endif
col.rgb *= light;
#ifdef FULLBRIGHT
vec4 fb = texture2D(s_fullbright, tc);
// col.rgb = mix(col.rgb, fb.rgb, fb.a);
col.rgb += fb.rgb * fb.a * e_glowmod.rgb;
#endif
#endif
gl_FragColor = fog4(col * e_colourident);
}
#endif