294 lines
8.9 KiB
HLSL
294 lines
8.9 KiB
HLSL
|
//!!ver 100 150
|
||
|
//!!permu DELUXE
|
||
|
!!permu FULLBRIGHT
|
||
|
!!permu FOG
|
||
|
//!!permu LIGHTSTYLED
|
||
|
//!!permu BUMP
|
||
|
//!!permu SPECULAR
|
||
|
//!!permu REFLECTCUBEMASK
|
||
|
//!!cvarf r_glsl_offsetmapping_scale
|
||
|
//!!cvardf r_tessellation_level=5
|
||
|
//!!samps diffuse lightmap specular normalmap fullbright reflectmask reflectcube paletted lightmap1 lightmap2 lightmap3
|
||
|
!!samps diffuse fullbright lightmap
|
||
|
|
||
|
#undef SPECULAR
|
||
|
|
||
|
//#include "sys/defs.h"
|
||
|
#define vec4 float4
|
||
|
#define vec3 float3
|
||
|
#define vec2 float2
|
||
|
#define texture2D tex2D
|
||
|
#define mat3 float3x3
|
||
|
#define mat4 float4x4
|
||
|
struct a2v
|
||
|
{
|
||
|
vec4 v_position : POSITION;
|
||
|
vec2 v_texcoord : TEXCOORD0;
|
||
|
|
||
|
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
|
||
|
vec3 v_normal : NORMAL;
|
||
|
vec3 v_svector : TANGENT;
|
||
|
vec3 v_tvector : BINORMAL;
|
||
|
#endif
|
||
|
#ifdef VERTEXLIT
|
||
|
vec4 v_colour : COLOR0;
|
||
|
#else
|
||
|
vec2 v_lmcoord : TEXCOORD1;
|
||
|
#endif
|
||
|
};
|
||
|
struct v2f
|
||
|
{
|
||
|
#ifndef FRAGMENT_SHADER
|
||
|
vec4 pos: POSITION;
|
||
|
#endif
|
||
|
|
||
|
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK) || defined(FOG)
|
||
|
vec3 eyevector : TEXCOORD4;
|
||
|
#endif
|
||
|
|
||
|
#if defined(REFLECTCUBEMASK) || defined(BUMPMODELSPACE)
|
||
|
mat3 invsurface : TEXCOORD5;
|
||
|
#endif
|
||
|
|
||
|
#ifdef VERTEXLIT
|
||
|
vec2 tclm : TEXCOORD0;
|
||
|
#else
|
||
|
vec4 tclm : TEXCOORD0;
|
||
|
#endif
|
||
|
vec4 vc : COLOR0;
|
||
|
#ifndef VERTEXLIT
|
||
|
#ifdef LIGHTSTYLED
|
||
|
//we could use an offset, but that would still need to be per-surface which would break batches
|
||
|
//fixme: merge attributes?
|
||
|
vec2 lm1 : TEXCOORD1, lm2 : TEXCOORD2, lm3 : TEXCOORD3;
|
||
|
#endif
|
||
|
#endif
|
||
|
};
|
||
|
|
||
|
//this is what normally draws all of your walls, even with rtlights disabled
|
||
|
//note that the '286' preset uses drawflat_walls instead.
|
||
|
|
||
|
#include "sys/fog.h"
|
||
|
|
||
|
#ifdef VERTEX_SHADER
|
||
|
float4x4 m_modelviewprojection;
|
||
|
float4x4 m_modelview;
|
||
|
vec3 e_eyepos;
|
||
|
vec4 e_lmscale;
|
||
|
v2f main (a2v inp)
|
||
|
{
|
||
|
v2f outp;
|
||
|
|
||
|
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
|
||
|
vec3 eyeminusvertex = e_eyepos - inp.v_position.xyz;
|
||
|
outp.eyevector.x = dot(eyeminusvertex, inp.v_svector.xyz);
|
||
|
outp.eyevector.y = dot(eyeminusvertex, inp.v_tvector.xyz);
|
||
|
outp.eyevector.z = dot(eyeminusvertex, inp.v_normal.xyz);
|
||
|
#elif defined(FOG)
|
||
|
outp.eyevector = mul(m_modelview, inp.v_position);
|
||
|
#endif
|
||
|
#if defined(REFLECTCUBEMASK) || defined(BUMPMODELSPACE)
|
||
|
outp.invsurface[0] = inp.v_svector;
|
||
|
outp.invsurface[1] = inp.v_tvector;
|
||
|
outp.invsurface[2] = inp.v_normal;
|
||
|
#endif
|
||
|
outp.tclm.xy = inp.v_texcoord;
|
||
|
#ifdef FLOW
|
||
|
// outp.tclm.x += e_time * -0.5;
|
||
|
#endif
|
||
|
#ifdef VERTEXLIT
|
||
|
#ifdef LIGHTSTYLED
|
||
|
//FIXME, only one colour.
|
||
|
outp.vc = inp.v_colour * e_lmscale[0];
|
||
|
#else
|
||
|
outp.vc = inp.v_colour * e_lmscale;
|
||
|
#endif
|
||
|
#else
|
||
|
outp.vc = e_lmscale;
|
||
|
outp.tclm.zw = inp.v_lmcoord;
|
||
|
#ifdef LIGHTSTYLED
|
||
|
outp.lm1 = inp.v_lmcoord2;
|
||
|
outp.lm2 = inp.v_lmcoord3;
|
||
|
outp.lm3 = inp.v_lmcoord4;
|
||
|
#endif
|
||
|
#endif
|
||
|
outp.pos = mul(m_modelviewprojection, inp.v_position);
|
||
|
|
||
|
return outp;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
#ifdef FRAGMENT_SHADER
|
||
|
sampler s_diffuse : register(s0);
|
||
|
//sampler s_normalmap;
|
||
|
//sampler s_specular;
|
||
|
//sampler s_upper;
|
||
|
//sampler s_lower;
|
||
|
sampler s_fullbright : register(s1);
|
||
|
//sampler s_paletted;
|
||
|
//sampler s_reflectcube;
|
||
|
//sampler s_reflectmask;
|
||
|
sampler s_lightmap : register(s2);
|
||
|
//sampler s_deluxmap;
|
||
|
|
||
|
|
||
|
//samplers
|
||
|
#define s_colourmap s_t0
|
||
|
//sampler2D s_colourmap;
|
||
|
|
||
|
//vec4 e_lmscale;
|
||
|
vec4 e_colourident;
|
||
|
|
||
|
#ifdef OFFSETMAPPING
|
||
|
#include "sys/offsetmapping.h"
|
||
|
#endif
|
||
|
vec4 main (v2f inp) : COLOR0
|
||
|
{
|
||
|
vec4 gl_FragColor;
|
||
|
#define tc (inp.tclm.xy)
|
||
|
#define lm0 (inp.tclm.zw)
|
||
|
|
||
|
|
||
|
//adjust texture coords for offsetmapping
|
||
|
#ifdef OFFSETMAPPING
|
||
|
vec2 tcoffsetmap = offsetmap(s_normalmap, tc, eyevector);
|
||
|
#define tc tcoffsetmap
|
||
|
#endif
|
||
|
|
||
|
#if defined(EIGHTBIT) && !defined(LIGHTSTYLED)
|
||
|
//optional: round the lightmap coords to ensure all pixels within a texel have different lighting values either. it just looks wrong otherwise.
|
||
|
//don't bother if its lightstyled, such cases will have unpredictable correlations anyway.
|
||
|
//FIXME: this rounding is likely not correct with respect to software rendering. oh well.
|
||
|
#if __VERSION__ >= 130
|
||
|
vec2 lmsize = vec2(textureSize(s_lightmap0, 0));
|
||
|
#else
|
||
|
#define lmsize vec2(128.0,2048.0)
|
||
|
#endif
|
||
|
#define texelstolightmap (16.0)
|
||
|
vec2 lmcoord0 = floor(lm0 * lmsize*texelstolightmap)/(lmsize*texelstolightmap);
|
||
|
#define lm0 lmcoord0
|
||
|
#endif
|
||
|
|
||
|
|
||
|
//yay, regular texture!
|
||
|
gl_FragColor = texture2D(s_diffuse, tc);
|
||
|
|
||
|
#if defined(BUMP) && (defined(DELUXE) || defined(SPECULAR) || defined(REFLECTCUBEMASK))
|
||
|
vec3 norm = normalize(texture2D(s_normalmap, tc).rgb - 0.5);
|
||
|
#elif defined(SPECULAR) || defined(DELUXE) || defined(REFLECTCUBEMASK)
|
||
|
vec3 norm = vec3(0, 0, 1); //specular lighting expects this to exist.
|
||
|
#endif
|
||
|
|
||
|
//modulate that by the lightmap(s) including deluxemap(s)
|
||
|
#ifdef VERTEXLIT
|
||
|
#ifdef LIGHTSTYLED
|
||
|
vec3 lightmaps = inp.vc.rgb;
|
||
|
#else
|
||
|
vec3 lightmaps = inp.vc.rgb;
|
||
|
#endif
|
||
|
#define delux vec3(0.0,0.0,1.0)
|
||
|
#else
|
||
|
#ifdef LIGHTSTYLED
|
||
|
#error foobar
|
||
|
#define delux vec3(0.0,0.0,1.0)
|
||
|
vec3 lightmaps;
|
||
|
#ifdef DELUXE
|
||
|
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(norm, 2.0*texture2D(s_deluxmap0, lm0).rgb-0.5);
|
||
|
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(norm, 2.0*texture2D(s_deluxmap1, lm1).rgb-0.5);
|
||
|
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(norm, 2.0*texture2D(s_deluxmap2, lm2).rgb-0.5);
|
||
|
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(norm, 2.0*texture2D(s_deluxmap3, lm3).rgb-0.5);
|
||
|
#else
|
||
|
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;
|
||
|
#endif
|
||
|
#else
|
||
|
vec3 lightmaps = texture2D(s_lightmap, lm0).rgb;
|
||
|
//modulate by the bumpmap dot light
|
||
|
#ifdef DELUXE
|
||
|
#error foobar
|
||
|
vec3 delux = (texture2D(s_deluxmap, lm0).rgb-0.5);
|
||
|
#ifdef BUMPMODELSPACE
|
||
|
delux = normalize(delux*invsurface);
|
||
|
#else
|
||
|
lightmaps *= 2.0 / max(0.25, delux.z); //counter the darkening from deluxmaps
|
||
|
#endif
|
||
|
lightmaps *= dot(norm, delux);
|
||
|
#else
|
||
|
#define delux vec3(0.0,0.0,1.0)
|
||
|
#endif
|
||
|
#endif
|
||
|
lightmaps *= inp.vc.rgb;
|
||
|
#endif
|
||
|
|
||
|
//add in specular, if applicable.
|
||
|
#ifdef SPECULAR
|
||
|
vec4 specs = texture2D(s_specular, tc);
|
||
|
vec3 halfdir = normalize(normalize(eyevector) + delux); //this norm should be the deluxemap info instead
|
||
|
float spec = pow(max(dot(halfdir, norm), 0.0), FTE_SPECULAR_EXPONENT * specs.a);
|
||
|
spec *= FTE_SPECULAR_MULTIPLIER;
|
||
|
//NOTE: rtlights tend to have a *4 scaler here to over-emphasise the effect because it looks cool.
|
||
|
//As not all maps will have deluxemapping, and the double-cos from the light util makes everything far too dark anyway,
|
||
|
//we default to something that is not garish when the light value is directly infront of every single pixel.
|
||
|
//we can justify this difference due to the rtlight editor etc showing the *4.
|
||
|
gl_FragColor.rgb += spec * specs.rgb;
|
||
|
#endif
|
||
|
|
||
|
#ifdef REFLECTCUBEMASK
|
||
|
vec3 rtc = reflect(normalize(-eyevector), norm);
|
||
|
rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2];
|
||
|
rtc = (m_model * vec4(rtc.xyz,0.0)).xyz;
|
||
|
gl_FragColor.rgb += texture2D(s_reflectmask, tc).rgb * textureCube(s_reflectcube, rtc).rgb;
|
||
|
#endif
|
||
|
|
||
|
#ifdef EIGHTBIT //FIXME: with this extra flag, half the permutations are redundant.
|
||
|
lightmaps *= 0.5; //counter the fact that the colourmap contains overbright values and logically ranges from 0 to 2 intead of to 1.
|
||
|
float pal = texture2D(s_paletted, tc).r; //the palette index. hopefully not interpolated.
|
||
|
lightmaps -= 1.0 / 128.0; //software rendering appears to round down, so make sure we favour the lower values instead of rounding to the nearest
|
||
|
gl_FragColor.r = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.r)).r; //do 3 lookups. this is to cope with lit files, would be a waste to not support those.
|
||
|
gl_FragColor.g = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.g)).g; //its not very softwarey, but re-palettizing is ugly.
|
||
|
gl_FragColor.b = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.b)).b; //without lits, it should be identical.
|
||
|
#else
|
||
|
//now we have our diffuse+specular terms, modulate by lightmap values.
|
||
|
gl_FragColor.rgb *= lightmaps.rgb;
|
||
|
|
||
|
//add on the fullbright
|
||
|
#ifdef FULLBRIGHT
|
||
|
vec4 fb = texture2D(s_fullbright, tc);
|
||
|
gl_FragColor.rgb += fb.rgb*fb.a;
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
//entity modifiers
|
||
|
gl_FragColor = gl_FragColor * e_colourident;
|
||
|
|
||
|
#if defined(MASK)
|
||
|
#if defined(MASKLT)
|
||
|
if (gl_FragColor.a < MASK)
|
||
|
discard;
|
||
|
#else
|
||
|
if (gl_FragColor.a >= MASK)
|
||
|
discard;
|
||
|
#endif
|
||
|
gl_FragColor.a = 1.0; //alpha blending AND alpha testing usually looks stupid, plus it screws up our fog.
|
||
|
#endif
|
||
|
|
||
|
//and finally hide it all if we're fogged.
|
||
|
#ifdef FOG
|
||
|
gl_FragColor = fog4(gl_FragColor, length(inp.eyevector));
|
||
|
#endif
|
||
|
return gl_FragColor;
|
||
|
}
|
||
|
#endif
|
||
|
|