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fteqw/engine/shaders/glsl/defaultskin.glsl
Spoike 27a59a0cbc LOTS OF CHANGES. was hoping to get revision 5000 perfect, but really that's never going to happen. this has gone on for too long now.
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
2016-07-12 00:40:13 +00:00

127 lines
3.5 KiB
GLSL

!!ver 100 130
!!permu FULLBRIGHT
!!permu UPPERLOWER
!!permu FRAMEBLEND
!!permu SKELETAL
!!permu FOG
!!permu BUMP
!!cvarf r_glsl_offsetmapping_scale
!!cvarf gl_specular
!!cvardf gl_affinemodels=0
#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
noperspective
#endif
varying vec2 tc;
varying vec3 light;
#if defined(SPECULAR) || defined(OFFSETMAPPING)
varying vec3 eyevector;
#endif
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
void main ()
{
#if defined(SPECULAR)||defined(OFFSETMAPPING)
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;
gl_Position = skeletaltransform_n(n);
#endif
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);
tc = v_texcoord;
}
#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
#if __VERSION__ >= 130
#define gl_FragColor thecolour
out vec4 thecolour;
#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), 32.0 * specs.a);
col.rgb += cvar_gl_specular * spec * specs.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;
#endif
#endif
gl_FragColor = fog4(col * e_colourident);
}
#endif