27a59a0cbc
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
127 lines
3.5 KiB
GLSL
127 lines
3.5 KiB
GLSL
!!ver 100 130
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!!permu FULLBRIGHT
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!!permu UPPERLOWER
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!!permu FRAMEBLEND
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!!permu SKELETAL
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!!permu FOG
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!!permu BUMP
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!!cvarf r_glsl_offsetmapping_scale
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!!cvarf gl_specular
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!!cvardf gl_affinemodels=0
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#include "sys/defs.h"
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//standard shader used for models.
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//must support skeletal and 2-way vertex blending or Bad Things Will Happen.
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//the vertex shader is responsible for calculating lighting values.
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#if gl_affinemodels==1 && __VERSION__ >= 130
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noperspective
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#endif
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varying vec2 tc;
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varying vec3 light;
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#if defined(SPECULAR) || defined(OFFSETMAPPING)
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varying vec3 eyevector;
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#endif
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#ifdef VERTEX_SHADER
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#include "sys/skeletal.h"
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void main ()
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{
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#if defined(SPECULAR)||defined(OFFSETMAPPING)
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vec3 n, s, t, w;
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gl_Position = skeletaltransform_wnst(w,n,s,t);
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vec3 eyeminusvertex = e_eyepos - w.xyz;
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eyevector.x = dot(eyeminusvertex, s.xyz);
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eyevector.y = dot(eyeminusvertex, t.xyz);
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eyevector.z = dot(eyeminusvertex, n.xyz);
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#else
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vec3 n;
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gl_Position = skeletaltransform_n(n);
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#endif
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float d = dot(n,e_light_dir);
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if (d < 0.0) //vertex shader. this might get ugly, but I don't really want to make it per vertex.
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d = 0.0; //this avoids the dark side going below the ambient level.
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light = e_light_ambient + (dot(n,e_light_dir)*e_light_mul);
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tc = v_texcoord;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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#include "sys/fog.h"
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#if defined(SPECULAR)
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uniform float cvar_gl_specular;
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#endif
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#ifdef OFFSETMAPPING
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#include "sys/offsetmapping.h"
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#endif
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#ifdef EIGHTBIT
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#define s_colourmap s_t0
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uniform sampler2D s_colourmap;
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#endif
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#if __VERSION__ >= 130
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#define gl_FragColor thecolour
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out vec4 thecolour;
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#endif
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void main ()
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{
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vec4 col, sp;
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#ifdef OFFSETMAPPING
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vec2 tcoffsetmap = offsetmap(s_normalmap, tc, eyevector);
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#define tc tcoffsetmap
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#endif
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#ifdef EIGHTBIT
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vec3 lightlev = light;
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//FIXME: with this extra flag, half the permutations are redundant.
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lightlev *= 0.5; //counter the fact that the colourmap contains overbright values and logically ranges from 0 to 2 intead of to 1.
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float pal = texture2D(s_paletted, tc).r; //the palette index. hopefully not interpolated.
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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
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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.
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col.g = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.g)).g; //its not very softwarey, but re-palettizing is ugly.
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col.b = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.b)).b; //without lits, it should be identical.
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col.a = (pal<1.0)?1.0:0.0;
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#else
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col = texture2D(s_diffuse, tc);
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#ifdef UPPER
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vec4 uc = texture2D(s_upper, tc);
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col.rgb += uc.rgb*e_uppercolour*uc.a;
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#endif
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#ifdef LOWER
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vec4 lc = texture2D(s_lower, tc);
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col.rgb += lc.rgb*e_lowercolour*lc.a;
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#endif
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#if defined(BUMP) && defined(SPECULAR)
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vec3 bumps = normalize(vec3(texture2D(s_normalmap, tc)) - 0.5);
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vec4 specs = texture2D(s_specular, tc);
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vec3 halfdir = normalize(normalize(eyevector) + vec3(0.0, 0.0, 1.0));
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float spec = pow(max(dot(halfdir, bumps), 0.0), 32.0 * specs.a);
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col.rgb += cvar_gl_specular * spec * specs.rgb;
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#endif
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col.rgb *= light;
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#ifdef FULLBRIGHT
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vec4 fb = texture2D(s_fullbright, tc);
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// col.rgb = mix(col.rgb, fb.rgb, fb.a);
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col.rgb += fb.rgb * fb.a;
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#endif
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#endif
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gl_FragColor = fog4(col * e_colourident);
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}
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#endif
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