!!ver 130 !!permu LIGHTSTYLED !!permu FOG !!samps diffuse reflectcube normalmap !!permu FAKESHADOWS !!cvardf r_glsl_pcf !!samps =FAKESHADOWS shadowmap !!samps lightmap !!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3 !!cvardf gl_mono !!cvardf gl_kdither !!cvardf gl_stipplealpha !!cvardf gl_ldr !!cvardf r_skipDiffuse !!cvardf r_skipLightmap #include "sys/defs.h" #include "sys/fog.h" varying vec2 tex_c; varying vec2 lm0; #ifdef LIGHTSTYLED varying vec2 lm1, lm2, lm3; #endif #ifdef REFLECTCUBE varying vec3 eyevector; varying mat3 invsurface; #endif #ifdef FAKESHADOWS varying vec4 vtexprojcoord; #endif #ifdef VERTEX_SHADER void lightmapped_init(void) { lm0 = v_lmcoord; #ifdef LIGHTSTYLED lm1 = v_lmcoord2; lm2 = v_lmcoord3; lm3 = v_lmcoord4; #endif } void main () { lightmapped_init(); tex_c = v_texcoord; gl_Position = ftetransform(); /* HACK: func_conveyor needs us to scroll this surface! */ if (e_glowmod.g == 0.5) tex_c[0] += (e_time * (e_glowmod.b * 1024.0)) * -0.01; #ifdef REFLECTCUBE invsurface[0] = v_svector; invsurface[1] = v_tvector; invsurface[2] = v_normal; 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 } #endif #ifdef FRAGMENT_SHADER #include "sys/pcf.h" #if r_skipLightmap==0 vec3 lightmap_fragment(void) { vec3 lightmaps; #ifdef LIGHTSTYLED 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; #else lightmaps = texture2D(s_lightmap, lm0).rgb * e_lmscale.rgb; #endif if (gl_ldr == 1.0) { if (lightmaps.r > 1.5) lightmaps.r = 1.5; if (lightmaps.g > 1.5) lightmaps.g = 1.5; if (lightmaps.b > 1.5) lightmaps.b = 1.5; lightmaps.rgb * 0.5; lightmaps.rgb = floor(lightmaps.rgb * vec3(32,64,32))/vec3(32,64,32); lightmaps.rgb * 2.0; } return lightmaps; } #else vec3 lightmap_fragment(void) { return vec3(1.0,1.0,1.0); } #endif vec4 kernel_dither(sampler2D targ, vec2 texc) { int x = int(mod(gl_FragCoord.x, 2.0)); int y = int(mod(gl_FragCoord.y, 2.0)); int index = x + y * 2; vec2 coord_ofs; vec2 size; size.x = 1.0 / textureSize(targ, 0).x; size.y = 1.0 / textureSize(targ, 0).y; if (index == 0) coord_ofs = vec2(0.25, 0.0); else if (index == 1) coord_ofs = vec2(0.50, 0.75); else if (index == 2) coord_ofs = vec2(0.75, 0.50); else if (index == 3) coord_ofs = vec2(0.00, 0.25); return texture2D(targ, texc + coord_ofs * size); } void main ( void ) { vec4 diffuse_f; #if r_skipDiffuse==1 diffuse_f = vec4(1.0,1.0,1.0,1.0); #else #if gl_kdither==1 diffuse_f = kernel_dither(s_diffuse, tex_c); #else diffuse_f = texture2D(s_diffuse, tex_c); #endif #endif /* get the alphatesting out of the way first */ #ifdef MASK /* HACK: terrible hack, CSQC sets this to mark surface as an entity only entities are alphatested - ever */ if (e_glowmod.r == 0.5) if (diffuse_f.a < 0.6) { discard; } #endif /* lighting */ //diffuse_f.rgb = vec3(1,1,1); diffuse_f.rgb *= lightmap_fragment(); #ifdef REFLECTCUBE #ifdef BUMP #ifndef FLATTENNORM vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5); #else // For very flat surfaces and gentle surface distortions, the 8-bit precision per channel in the normalmap // can be insufficient. This is a hack to instead have very wobbly normalmaps that make use of the 8 bits // and then scale the wobblyness back once in the floating-point domain. vec3 normal_f = texture2D(s_normalmap, tex_c).rgb - 0.5; normal_f.x *= 0.0625; normal_f.y *= 0.0625; normal_f = normalize(normal_f); #endif #else vec3 normal_f = vec3(0, 0, 1); #endif vec3 cube_c; cube_c = reflect( normalize(-eyevector), normal_f); 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; diffuse_f.rgb = mix( textureCube(s_reflectcube, cube_c ).rgb, diffuse_f.rgb, diffuse_f.a); #endif diffuse_f *= e_colourident; #if gl_stipplealpha==1 float alpha = e_colourident.a; int x = int(mod(gl_FragCoord.x, 2.0)); int y = int(mod(gl_FragCoord.y, 2.0)); if (alpha <= 0.0) { discard; } else if (alpha <= 0.25) { diffuse_f.a = 1.0; if (x + y == 2) discard; if (x + y == 1) discard; } else if (alpha <= 0.5) { diffuse_f.a = 1.0; if (x + y == 2) discard; if (x + y == 0) discard; } else if (alpha < 1.0) { diffuse_f.a = 1.0; if (x + y == 2) discard; } #endif #if gl_mono==1 float bw = (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0; diffuse_f.rgb = vec3(bw, bw, bw); #endif #ifdef FAKESHADOWS diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord); #endif gl_FragColor = fog4(diffuse_f); } #endif