225 lines
5 KiB
GLSL
225 lines
5 KiB
GLSL
!!ver 130
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!!permu LIGHTSTYLED
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!!permu FOG
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!!samps diffuse reflectcube normalmap
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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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!!samps lightmap
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!!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3
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!!cvardf gl_mono
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!!cvardf gl_kdither
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!!cvardf gl_stipplealpha
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!!cvardf gl_ldr
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!!cvardf r_skipDiffuse
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!!cvardf r_skipLightmap
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#include "sys/defs.h"
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#include "sys/fog.h"
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varying vec2 tex_c;
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varying vec2 lm0;
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#ifdef LIGHTSTYLED
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varying vec2 lm1, lm2, lm3;
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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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#ifdef VERTEX_SHADER
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void lightmapped_init(void)
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{
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lm0 = v_lmcoord;
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#ifdef LIGHTSTYLED
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lm1 = v_lmcoord2;
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lm2 = v_lmcoord3;
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lm3 = v_lmcoord4;
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#endif
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}
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void main ()
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{
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lightmapped_init();
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tex_c = v_texcoord;
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gl_Position = ftetransform();
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/* HACK: func_conveyor needs us to scroll this surface! */
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if (e_glowmod.g == 0.5)
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tex_c[0] += (e_time * (e_glowmod.b * 1024.0)) * -0.01;
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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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#if r_skipLightmap==0
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vec3 lightmap_fragment(void)
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{
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vec3 lightmaps;
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#ifdef LIGHTSTYLED
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lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb;
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lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb;
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lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb;
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lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb;
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#else
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lightmaps = texture2D(s_lightmap, lm0).rgb * e_lmscale.rgb;
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#endif
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if (gl_ldr == 1.0) {
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if (lightmaps.r > 1.5)
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lightmaps.r = 1.5;
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if (lightmaps.g > 1.5)
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lightmaps.g = 1.5;
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if (lightmaps.b > 1.5)
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lightmaps.b = 1.5;
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lightmaps.rgb * 0.5;
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lightmaps.rgb = floor(lightmaps.rgb * vec3(32,64,32))/vec3(32,64,32);
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lightmaps.rgb * 2.0;
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}
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return lightmaps;
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}
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#else
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vec3 lightmap_fragment(void)
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{
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return vec3(1.0,1.0,1.0);
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}
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#endif
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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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void main ( void )
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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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/* get the alphatesting out of the way first */
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#ifdef MASK
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/* HACK: terrible hack, CSQC sets this to mark surface as an entity
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only entities are alphatested - ever */
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if (e_glowmod.r == 0.5)
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if (diffuse_f.a < 0.6) {
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discard;
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}
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#endif
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/* lighting */
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//diffuse_f.rgb = vec3(1,1,1);
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diffuse_f.rgb *= lightmap_fragment();
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#ifdef REFLECTCUBE
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#ifdef BUMP
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#ifndef FLATTENNORM
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vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
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#else
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// For very flat surfaces and gentle surface distortions, the 8-bit precision per channel in the normalmap
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// can be insufficient. This is a hack to instead have very wobbly normalmaps that make use of the 8 bits
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// and then scale the wobblyness back once in the floating-point domain.
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vec3 normal_f = texture2D(s_normalmap, tex_c).rgb - 0.5;
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normal_f.x *= 0.0625;
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normal_f.y *= 0.0625;
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normal_f = normalize(normal_f);
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#endif
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#else
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vec3 normal_f = vec3(0, 0, 1);
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#endif
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vec3 cube_c;
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cube_c = reflect( normalize(-eyevector), normal_f);
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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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diffuse_f.rgb = mix( textureCube(s_reflectcube, cube_c ).rgb, diffuse_f.rgb, diffuse_f.a);
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#endif
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diffuse_f *= e_colourident;
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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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