db2c378fa0
q2 temp entity tweaks. still more work to be done. support sRGB (mostly)properly in gl+vk+d3d9+d3d11. vulkan tweaks - multisample works under certain conditions. additional other changes to comply... cvars to enable some other device extensions. removed r_viewleaf. now using clusters for q1 too. improved compat with quakespasm's sky command. Added vid_winthread cvar, to handle window messages on a separate thread. When set this allows the game to keep redrawing when the user is resizing the window etc. Finally added renderers option to menusys. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5130 fc73d0e0-1445-4013-8a0c-d673dee63da5
130 lines
3.6 KiB
GLSL
130 lines
3.6 KiB
GLSL
!!permu FOG
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!!cvarb r_fog_exp2=true
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!!cvarf r_glsl_turbscale_reflect=1
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!!cvarf r_glsl_turbscale_refract=1
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!!cvarf gl_maxdist=8192
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!!cvarf gl_mindist=4
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!!samps normalmap diffuse 4
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!!argb reflect=0 //s_t1 is a reflection instead of diffusemap
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!!argf strength_refl=0.1 //0.1 = fairly gentle, 0.2 = big waves
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!!argf strength_refr=0.1 //0.1 = fairly gentle, 0.2 = big waves
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!!argf fresnel_exp=5.0 //water should be around 5
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!!argf fresnel_range=1.0
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!!argf fresnel_min=1.0
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!!argf txscale1=0.2 //wave strength
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!!argf txscale2=0.2 //wave strength
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!!argb ripplemap=0 //s_t2 contains a ripplemap
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!!arg3f tint_refr=0.7 0.8 0.7 //some colour value
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!!arg3f tint_refl=0.7 0.8 0.7 //some colour value
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!!argb depth=0 //s_t3 is a depth image
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!!argf alpha=0 //blend in the alpha channel
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!!arg3f fogtint=0.2 0.3 0.2 //tints as it gets deeper
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#include "sys/defs.h"
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#include "sys/fog.h"
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layout(location=0) varying vec2 tc;
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layout(location=1) varying vec4 tf;
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layout(location=2) varying vec3 norm;
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layout(location=3) varying vec3 eye;
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#ifdef VERTEX_SHADER
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void main (void)
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{
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tc = v_texcoord.st;
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tf = ftetransform();
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norm = v_normal;
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eye = e_eyepos - v_position.xyz;
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gl_Position = tf;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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#define s_refract s_t0
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#define s_reflect s_t1
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#define s_ripplemap s_t2
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#define s_refractdepth s_t3
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void main (void)
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{
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vec2 stc, ntc;
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vec3 n, refr, refl;
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float fres;
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float depth;
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stc = (1.0 + (tf.xy / tf.w)) * 0.5;
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//hack the texture coords slightly so that there are no obvious gaps
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stc.t -= 1.5*norm.z/1080.0;
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//apply q1-style warp, just for kicks
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ntc.s = tc.s + sin(tc.t+e_time)*0.125;
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ntc.t = tc.t + sin(tc.s+e_time)*0.125;
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//generate the two wave patterns from the normalmap
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n = (texture2D(s_normalmap, arg_txscale1*tc + vec2(e_time*0.1, 0.0)).xyz);
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n += (texture2D(s_normalmap, arg_txscale2*tc - vec2(0, e_time*0.097)).xyz);
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n -= 1.0 - 4.0/256.0;
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if (arg_ripplemap)
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n += texture2D(s_ripplemap, stc).rgb*3.0;
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n = normalize(n);
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//the fresnel term decides how transparent the water should be
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fres = pow(1.0-abs(dot(n, normalize(eye))), arg_fresnel_exp) * arg_fresnel_range + arg_fresnel_min;
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if (arg_depth)
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{
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float far = cvar_gl_maxdist;
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float near = cvar_gl_mindist;
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//get depth value at the surface
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float sdepth = gl_FragCoord.z;
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sdepth = (2.0*near) / (far + near - sdepth * (far - near));
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sdepth = mix(near, far, sdepth);
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//get depth value at the ground beyond the surface.
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float gdepth = texture2D(s_refractdepth, stc).x;
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gdepth = (2.0*near) / (far + near - gdepth * (far - near));
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if (gdepth >= 0.5)
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{
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gdepth = sdepth;
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depth = 0.0;
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}
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else
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{
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gdepth = mix(near, far, gdepth);
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depth = gdepth - sdepth;
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}
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//reduce the normals in shallow water (near walls, reduces the pain of linear sampling)
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if (depth < 100.0)
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n *= depth/100.0;
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}
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else
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depth = 1.0;
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//refraction image (and water fog, if possible)
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refr = texture2D(s_refract, stc + n.st*arg_strength_refr*cvar_r_glsl_turbscale_refract).rgb * arg_tint_refr;
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if (arg_depth)
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refr = mix(refr, arg_fogtint, min(depth/4096.0, 1.0));
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//reflection/diffuse
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if (arg_reflect)
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refl = texture2D(s_reflect, stc - n.st*arg_strength_refl*cvar_r_glsl_turbscale_reflect).rgb * arg_tint_refl;
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else
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refl = texture2D(s_diffuse, ntc).xyz;
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//FIXME: add specular tints
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//interplate by fresnel
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refr = mix(refr, refl, fres);
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if (arg_alpha != 0)
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{
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vec4 ts = texture2D(s_diffuse, ntc);
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vec4 surf = fog4blend(vec4(ts.rgb, arg_alpha*ts.a));
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refr = mix(refr, surf.rgb, surf.a);
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}
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//done
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gl_FragColor = vec4(refr, 1.0);
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}
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#endif
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