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fteqw/plugins/hl2/glsl/vmt/vertexlit.glsl

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GLSL

!!ver 100 150
!!permu FRAMEBLEND
!!permu BUMP
!!permu FOG
!!permu NOFOG
!!permu SKELETAL
!!permu FULLBRIGHT
!!permu AMBIENTCUBE
!!permu REFLECTCUBEMASK
!!samps diffuse
!!samps =BUMP normalmap
!!samps =FULLBRIGHT fullbright
!!permu FAKESHADOWS
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
// envmaps only
!!samps =REFLECTCUBEMASK reflectmask reflectcube
!!cvardf r_skipDiffuse
#include "sys/defs.h"
varying vec2 tex_c;
varying vec3 norm;
varying vec4 light;
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
varying vec3 eyevector;
varying mat3 invsurface;
#endif
#ifndef ENVTINT
#define ENVTINT 1.0,1.0,1.0
#endif
#ifndef ENVSAT
#define ENVSAT 1.0
#endif
#ifdef FAKESHADOWS
varying vec4 vtexprojcoord;
#endif
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
float lambert(vec3 normal, vec3 dir)
{
return dot(normal, dir);
}
float halflambert(vec3 normal, vec3 dir)
{
return (dot(normal, dir) * 0.5) + 0.5;
}
void main (void)
{
vec3 n, s, t, w;
tex_c = v_texcoord;
gl_Position = skeletaltransform_wnst(w,n,s,t);
norm = n = normalize(n);
s = normalize(s);
t = normalize(t);
light.rgba = vec4(e_light_ambient, 1.0);
#ifdef AMBIENTCUBE
//no specular effect here. use rtlights for that.
vec3 nn = norm*norm; //FIXME: should be worldspace normal.
light.rgb = nn.x * e_light_ambientcube[(norm.x<0.0)?1:0] +
nn.y * e_light_ambientcube[(norm.y<0.0)?3:2] +
nn.z * e_light_ambientcube[(norm.z<0.0)?5:4];
#else
#ifdef HALFLAMBERT
light.rgb += max(0.0,halflambert(n,e_light_dir)) * e_light_mul;
#else
light.rgb += max(0.0,dot(n,e_light_dir)) * e_light_mul;
#endif
#endif
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
invsurface = mat3(s, t, n);
vec3 eyeminusvertex = e_eyepos - w.xyz;
eyevector.x = dot(eyeminusvertex, s.xyz);
eyevector.y = dot(eyeminusvertex, t.xyz);
eyevector.z = dot(eyeminusvertex, n.xyz);
#endif
#ifdef FAKESHADOWS
vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));
#endif
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
#include "sys/pcf.h"
vec3 env_saturation(vec3 rgb, float adjustment) {
vec3 intensity = vec3(dot(rgb, vec3(0.2126,0.7152,0.0722)));
return mix(intensity, rgb, adjustment);
}
void main (void)
{
vec4 diffuse_f = texture2D(s_diffuse, tex_c);
#ifdef MASKLT
if (diffuse_f.a < float(MASK))
discard;
#endif
/* Normal/Bumpmap Shenanigans */
#ifdef BUMP
/* Source's normalmaps are in the DX format where the green channel is flipped */
vec3 normal_f = texture2D(s_normalmap, tex_c).rgb;
normal_f.g = 1.0 - normal_f.g;
normal_f = normalize(normal_f.rgb - 0.5);
#else
vec3 normal_f = vec3(0.0,0.0,1.0);
#endif
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
#if defined(ENVFROMMASK)
/* We have a dedicated reflectmask */
#define refl texture2D(s_reflectmask, tex_c).r
#else
/* when ENVFROMBASE is set or a normal isn't present, we're getting the reflectivity info from the diffusemap's alpha channel */
#if defined(ENVFROMBASE) || !defined(BUMP)
#define refl 1.0 - diffuse_f.a
#else
/* when ENVFROMNORM is set, we don't invert the refl */
#if defined(ENVFROMNORM)
#define refl texture2D(s_normalmap, tex_c).a
#else
#define refl 1.0 - texture2D(s_normalmap, tex_c).a
#endif
#endif
#endif
vec3 cube_c = reflect(-eyevector, normal_f.rgb);
vec3 cube_tint = vec3(ENVTINT);
vec3 cube_sat = vec3(ENVSAT);
cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];
cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
vec3 cube_t = env_saturation(textureCube(s_reflectcube, cube_c).rgb, cube_sat.r);
cube_t.r *= cube_tint.r;
cube_t.g *= cube_tint.g;
cube_t.b *= cube_tint.b;
diffuse_f.rgb += (cube_t * vec3(refl,refl,refl));
#endif
diffuse_f.rgb *= light.rgb * e_colourident.rgb;
#ifdef FAKESHADOWS
diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
#ifdef FULLBRIGHT
diffuse_f.rgb += texture2D(s_fullbright, tex_c).rgb * texture2D(s_fullbright, tex_c).a;
#endif
#if 1
gl_FragColor = diffuse_f;
#else
gl_FragColor = fog4(diffuse_f);
#endif
}
#endif