339 lines
7.3 KiB
GLSL
339 lines
7.3 KiB
GLSL
!!ver 130
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!!permu FRAMEBLEND
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!!permu SKELETAL
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!!permu UPPERLOWER
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!!permu FOG
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!!samps diffuse reflectcube upper lower
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!!cvardf gl_affinemodels=0
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!!cvardf gl_ldr=1
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!!cvardf gl_halflambert=1
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!!cvardf gl_mono=0
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!!cvardf gl_kdither=0
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!!cvardf gl_stipplealpha=0
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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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!!cvardf r_skipDiffuse
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#include "sys/defs.h"
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#include "sys/fog.h"
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#if gl_affinemodels == 1
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#define affine noperspective
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#else
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#define affine
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#endif
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#ifdef REFLECTCUBE
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varying vec3 eyevector;
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varying mat3 invsurface;
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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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affine varying vec2 tex_c;
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varying vec3 light;
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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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return dot( normal, dir );
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}
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float halflambert( vec3 normal, vec3 dir ) {
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return ( dot( normal, dir ) * 0.5 ) + 0.5;
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}
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#ifdef CHROME
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/* Rotate Light Vector */
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vec3 rlv(vec3 axis, vec3 origin, vec3 lightpoint)
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{
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vec3 offs;
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vec3 result;
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offs[0] = lightpoint[0] - origin[0];
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offs[1] = lightpoint[1] - origin[1];
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offs[2] = lightpoint[2] - origin[2];
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result[0] = dot(offs[0], axis[0]);
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result[1] = dot(offs[1], axis[1]);
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result[2] = dot(offs[2], axis[2]);
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return result;
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}
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#endif
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vec3 VectorIRotate( vec3 inPos, mat3x4 xform )
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{
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vec3 outPos;
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outPos.x = inPos.x*xform[0][0] + inPos.y*xform[1][0] + inPos.z*xform[2][0];
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outPos.y = inPos.x*xform[0][1] + inPos.y*xform[1][1] + inPos.z*xform[2][1];
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outPos.z = inPos.x*xform[0][2] + inPos.y*xform[1][2] + inPos.z*xform[2][2];
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return outPos;
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}
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vec3 VectorTransform( vec3 inPos, mat3x4 xform )
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{
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vec3 outPos;
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outPos.x = dot( inPos, xform[0].xyz ) + xform[0][3];
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outPos.y = dot( inPos, xform[1].xyz ) + xform[1][3];
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outPos.z = dot( inPos, xform[2].xyz ) + xform[2][3];
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return outPos;
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}
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void main ()
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{
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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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tex_c = v_texcoord;
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#if gl_halflambert==1
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light = e_light_ambient + (e_light_mul * halflambert(n, e_light_dir));
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#else
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light = e_light_ambient + (e_light_mul * lambert(n, e_light_dir));
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#endif
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light *= e_lmscale.r;
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if (gl_ldr == 1.0) {
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if (light.r > 1.5)
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light.r = 1.5;
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if (light.g > 1.5)
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light.g = 1.5;
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if (light.b > 1.5)
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light.b = 1.5;
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light.rgb * 0.5;
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light.rgb = floor(light.rgb * vec3(32,64,32))/vec3(32,64,32);
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light.rgb * 2.0;
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light.rgb *= 0.75;
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}
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#ifdef CHROME
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#ifndef SKELETAL
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vec3 rorg = rlv(vec3(0,0,0), w, e_light_dir);
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vec3 viewc = normalize(rorg - w);
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float d = dot(n, viewc);
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vec3 reflected;
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reflected.x = n.x * 2.0 * d - viewc.x;
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reflected.y = n.y * 2.0 * d - viewc.y;
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reflected.z = n.z * 2.0 * d - viewc.z;
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tex_c.x = 0.5 + reflected.y * 0.5;
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tex_c.y = 0.5 - reflected.z * 0.5;
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#else
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/* code contributed by Slartibarty */
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vec3 tmp = e_eyepos * -1.0f;
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int boneid = int(v_bone.r);
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tmp.x += m_bones_mat3x4[boneid][0][3];
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tmp.y += m_bones_mat3x4[boneid][1][3];
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tmp.z += m_bones_mat3x4[boneid][2][3];
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tmp = normalize( tmp );
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vec3 chromeUp = normalize( cross( tmp, vec3( m_modelview[0][0], m_modelview[1][0], m_modelview[2][0] ) ) );
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vec3 chromeRight = normalize( cross( chromeUp, tmp ) );
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chromeUp = VectorIRotate( chromeUp, m_bones_mat3x4[boneid] );
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chromeRight = VectorIRotate( chromeRight, m_bones_mat3x4[boneid] );
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float na;
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// calc s coord
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na = dot( v_normal, chromeRight );
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tex_c.x = ( na + 1.0 ) * 0.5;
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// calc t coord
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na = dot( v_normal, chromeUp );
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tex_c.y = ( na + 1.0 ) * 0.5;
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#endif
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#endif
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#ifdef REFLECTCUBE
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invsurface[0] = v_svector;
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invsurface[1] = v_tvector;
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invsurface[2] = v_normal;
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vec3 eyeminusvertex = e_eyepos - v_position.xyz;
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eyevector.x = dot( eyeminusvertex, v_svector.xyz );
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eyevector.y = dot( eyeminusvertex, v_tvector.xyz );
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eyevector.z = dot( eyeminusvertex, v_normal.xyz );
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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/pcf.h"
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vec4 kernel_dither(sampler2D targ, vec2 texc)
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{
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int x = int(mod(gl_FragCoord.x, 2.0));
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int y = int(mod(gl_FragCoord.y, 2.0));
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int index = x + y * 2;
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vec2 coord_ofs;
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vec2 size;
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size.x = 1.0 / textureSize(targ, 0).x;
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size.y = 1.0 / textureSize(targ, 0).y;
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if (index == 0)
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coord_ofs = vec2(0.25, 0.0);
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else if (index == 1)
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coord_ofs = vec2(0.50, 0.75);
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else if (index == 2)
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coord_ofs = vec2(0.75, 0.50);
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else if (index == 3)
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coord_ofs = vec2(0.00, 0.25);
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return texture2D(targ, texc + coord_ofs * size);
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}
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vec3 hsv2rgb(float h, float s, float v)
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{
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int i;
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float f,p,q,t;
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vec3 col = vec3(0,0,0);
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h = max(0.0, min(360.0, h));
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s = max(0.0, min(100.0, s));
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v = max(0.0, min(100.0, v));
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s /= 100;
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v /= 100;
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if (s == 0) {
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col.x= col.y = col.z = int(v*255);
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return col / 255.0;
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}
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h /= 60;
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i = int(floor(h));
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f = h - i;
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p = v * (1 - s);
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q = v * (1 - s * f);
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t = v * (1 - s * (1 - f));
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switch (i) {
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case 0:
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col[0] = int(255*v);
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col[1] = int(255*t);
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col[2] = int(255*p);
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break;
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case 1:
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col[0] = int(255*q);
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col[1] = int(255*v);
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col[2] = int(255*p);
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break;
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case 2:
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col[0] = int(255*p);
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col[1] = int(255*v);
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col[2] = int(255*t);
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break;
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case 3:
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col[0] = int(255*p);
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col[1] = int(255*q);
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col[2] = int(255*v);
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break;
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case 4:
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col[0] = int(255*t);
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col[1] = int(255*p);
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col[2] = int(255*v);
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break;
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default:
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col[0] = int(255*v);
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col[1] = int(255*p);
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col[2] = int(255*q);
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}
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return col / 255.0;
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}
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void main ()
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{
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vec4 diffuse_f;
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#if r_skipDiffuse==1
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diffuse_f = vec4(1.0, 1.0, 1.0, 1.0);
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#else
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#if gl_kdither==1
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diffuse_f = kernel_dither(s_diffuse, tex_c);
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#else
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diffuse_f = texture2D(s_diffuse, tex_c);
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#endif
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#endif
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#ifdef UPPER
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vec4 uc = texture2D(s_upper, tex_c);
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if (e_colourident.z == 2.0) {
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vec3 topcolor = hsv2rgb(e_colourident.x * 360, 100, 100);
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diffuse_f.rgb += uc.rgb*topcolor*uc.a;
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} else {
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diffuse_f.rgb += uc.rgb*e_uppercolour*uc.a;
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}
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#endif
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#ifdef LOWER
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vec4 lc = texture2D(s_lower, tex_c);
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if (e_colourident.z == 2.0) {
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vec3 bottomcolor = hsv2rgb(e_colourident.y * 360, 100, 100);
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diffuse_f.rgb += lc.rgb*bottomcolor*lc.a;
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} else {
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diffuse_f.rgb += lc.rgb*e_lowercolour*lc.a;
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}
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#endif
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diffuse_f.rgb *= light;
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#ifdef REFLECTCUBE
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vec3 cube_c;
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vec4 out_f = vec4( 1.0, 1.0, 1.0, 1.0 );
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cube_c = reflect( normalize( -eyevector ), vec3( 0, 0, 1 ) );
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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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out_f.rgb = mix( textureCube( s_reflectcube, cube_c ).rgb, diffuse_f.rgb, diffuse_f.a );
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diffuse_f = out_f;
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#endif
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if (e_colourident.z != 2.0) {
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diffuse_f *= e_colourident;
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}
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#if gl_stipplealpha==1
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float alpha = e_colourident.a;
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int x = int(mod(gl_FragCoord.x, 2.0));
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int y = int(mod(gl_FragCoord.y, 2.0));
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if (alpha <= 0.0) {
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discard;
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} else if (alpha <= 0.25) {
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diffuse_f.a = 1.0;
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if (x + y == 2)
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discard;
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if (x + y == 1)
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discard;
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} else if (alpha <= 0.5) {
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diffuse_f.a = 1.0;
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if (x + y == 2)
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discard;
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if (x + y == 0)
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discard;
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} else if (alpha < 1.0) {
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diffuse_f.a = 1.0;
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if (x + y == 2)
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discard;
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}
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#endif
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#if gl_mono==1
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float bw = (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0;
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diffuse_f.rgb = vec3(bw, bw, bw);
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#endif
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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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gl_FragColor = fog4(diffuse_f);
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}
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#endif
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