2afefb77ca
$diffuse can now sample animmaps correctly (although this only makes sense when using glsl or replacement shaders (read: rtlights)). $fullbright now defaults according to the animmap too. added reflectcube and reflectmask (the latter defaults according to map/animmap, the former needs to be explicitly stated). fix d3d9+d3d11 renderers a little. needs much more work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4868 fc73d0e0-1445-4013-8a0c-d673dee63da5
172 lines
6.2 KiB
GLSL
172 lines
6.2 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 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
|
|
|
|
#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;
|
|
lm0 = v_lmcoord;
|
|
#ifdef LIGHTSTYLED
|
|
lm1 = v_lmcoord2;
|
|
lm2 = v_lmcoord3;
|
|
lm3 = v_lmcoord4;
|
|
#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 * 256.0*8.0)/(256.0*8.0);
|
|
#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 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
|
|
|
|
//add in specular, if applicable.
|
|
#ifdef SPECULAR
|
|
vec4 specs = texture2D(s_specular, tc);
|
|
#ifdef DELUXE
|
|
//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
|