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