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fteqw/engine/shaders/hlsl9/terrain.hlsl
Spoike 9cd425e945 rework hlmdl subblends. apparently they're some sort of grid.
fix decals again. clampmap should work properly with them, also removed the extra part.
fix rtlight pvs issue with respect to portals
fix vid_reload causing the d3d9 renderer to use nearest sampling
terrain system should now mostly work with d3d9. still has issues.
fix q3 volumetric fog not applying to models

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5174 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-11-30 17:59:11 +00:00

207 lines
No EOL
4.3 KiB
HLSL

!!permu FOG
!!samps 5
#include "sys/fog.h"
//FIXME: too lazy to implement this right now.
#undef RTLIGHT
#undef PCF
#undef CUBE
struct a2v
{
float3 pos: POSITION0;
float2 tc: TEXCOORD0;
float2 lm: TEXCOORD1;
float4 vc: COLOR;
#ifdef RTLIGHT
attribute vec3 v_normal;
attribute vec3 v_svector;
attribute vec3 v_tvector;
#endif
};
struct v2f
{
float1 depth: TEXCOORD1;
float4 tclm: TEXCOORD0;
float4 vc: COLOR;
#ifdef RTLIGHT
varying vec3 lightvector;
// #if defined(SPECULAR) || defined(OFFSETMAPPING)
// varying vec3 eyevector;
// #endif
#if defined(PCF) || defined(CUBE) || defined(SPOT)
varying vec4 vtexprojcoord;
#endif
#endif
#ifndef FRAGMENT_SHADER
float4 pos: POSITION;
#endif
};
#ifdef VERTEX_SHADER
float4x4 m_model;
float4x4 m_view;
float4x4 m_projection;
#ifdef RTLIGHT
uniform vec3 l_lightposition;
// #if defined(SPECULAR) || defined(OFFSETMAPPING)
// uniform vec3 e_eyepos;
// #endif
#if defined(PCF) || defined(CUBE) || defined(SPOT)
uniform mat4 l_cubematrix;
#endif
#endif
float3 e_lmscale;
v2f main (a2v inp)
{
v2f outp;
outp.tclm = float4(inp.tc, inp.lm);
outp.vc = inp.vc;
float4 pos = float4(inp.pos, 1);
pos = mul(m_model, pos);
pos = mul(m_view, pos);
outp.depth = pos.z;
pos = mul(m_projection, pos);
outp.pos = pos;
#ifdef RTLIGHT
//light position is in model space, which is handy.
vec3 lightminusvertex = l_lightposition - v_position.xyz;
//no bumpmapping, so we can just use distance without regard for actual surface direction. we still do scalecos stuff. you might notice it on steep slopes.
lightvector = lightminusvertex;
// lightvector.x = dot(lightminusvertex, v_svector.xyz);
// lightvector.y = dot(lightminusvertex, v_tvector.xyz);
// lightvector.z = dot(lightminusvertex, v_normal.xyz);
// #if defined(SPECULAR)||defined(OFFSETMAPPING)
// 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
#if defined(PCF) || defined(SPOT) || defined(CUBE)
//for texture projections/shadowmapping on dlights
vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));
#endif
#else
outp.vc.rgb *= e_lmscale.rgb;
#endif
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
//four texture passes
sampler s_t0;
sampler s_t1;
sampler s_t2;
sampler s_t3;
//mix values
sampler s_t4;
#ifdef PCF
uniform sampler2DShadow s_t5;
#include "sys/pcf.h"
#endif
#ifdef CUBE
uniform samplerCube s_t6;
#endif
#ifdef RTLIGHT
uniform float l_lightradius;
uniform vec3 l_lightcolour;
uniform vec3 l_lightcolourscale;
#endif
float4 main (v2f inp) : COLOR
{
float2 lm = inp.tclm.zw;
float2 tc = inp.tclm.xy;
float4 vc = inp.vc;
float4 r;
float4 m = tex2D(s_t4, lm);
r = tex2D(s_t0, tc)*m.r;
r += tex2D(s_t1, tc)*m.g;
r += tex2D(s_t2, tc)*m.b;
r += tex2D(s_t3, tc)*(1.0 - (m.r + m.g + m.b));
r.a = 1.0;
//vertex colours provide a scaler that applies even through rtlights.
r *= vc;
#ifdef RTLIGHT
vec3 nl = normalize(lightvector);
float colorscale = max(1.0 - (dot(lightvector, lightvector)/(l_lightradius*l_lightradius)), 0.0);
vec3 diff;
// #ifdef BUMP
// colorscale *= (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(bumps, nl), 0.0));
// #else
colorscale *= (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0));
// #endif
// #ifdef SPECULAR
// vec3 halfdir = normalize(normalize(eyevector) + nl);
// float spec = pow(max(dot(halfdir, bumps), 0.0), 32.0 * specs.a);
// diff += l_lightcolourscale.z * spec * specs.rgb;
// #endif
#if defined(SPOT)
if (vtexprojcoord.w < 0.0) discard;
vec2 spot = ((vtexprojcoord.st)/vtexprojcoord.w);
colorscale *= 1.0-(dot(spot,spot));
#endif
#ifdef PCF
colorscale *= ShadowmapFilter(s_t5);
#endif
r.rgb *= colorscale * l_lightcolour;
#ifdef CUBE
r.rgb *= textureCube(s_t6, vtexprojcoord.xyz).rgb;
#endif
r = fog4additive(r, inp.pos);
#else
//lightmap is greyscale in m.a. probably we should just scale the texture mix, but precision errors when editing make me paranoid.
r.rgb *= m.aaa;
r = fog4(r, inp.depth);
#endif
return r;
}
#endif