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