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!!permu FULLBRIGHT
!!permu BUMP
!!permu REFLECTCUBEMASK
!!cvarf r_glsl_offsetmapping=0.0
!!cvarf r_glsl_offsetmapping_scale=0.04
!!cvarf gl_specular=0.3
!!cvarb r_fog_exp2=true
!!samps diffuse normalmap specular fullbright lightmap
!!samps deluxmap reflectmask reflectcube
!!argb vertexlit=0
!!samps paletted 1
!!argb eightbit=0
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!!argf mask=1.0
!!argb masklt=false
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!!permu FOG
//!!permu DELUXE
//!!permu LIGHTSTYLED //this seems to be breaking nvidia drivers if set from the engine, despite us not using it...
const bool DELUXE = false;
#define SPECULAR (cvar_gl_specular>0)
#include "sys/defs.h"
//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"
layout(location=1) varying vec3 eyevector;
layout(location=2) varying vec2 basetc;
layout(location=3) varying vec4 vc;
layout(location=4) varying mat3 invsurface;
#ifdef LIGHTSTYLED
//we could use an offset, but that would still need to be per-surface which would break batches
//fixme: merge attributes?
varying vec2 lm0, lm1, lm2, lm3;
#else
layout(location=0) varying vec2 lm0;
#endif
#ifdef VERTEX_SHADER
void main ()
{
if (OFFSETMAPPING || SPECULAR || REFLECTCUBEMASK)
{
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);
}
if (REFLECTCUBEMASK)
{
invsurface[0] = v_svector;
invsurface[1] = v_tvector;
invsurface[2] = v_normal;
}
basetc = v_texcoord;
lm0 = v_lmcoord;
#ifdef LIGHTSTYLED
lm1 = v_lmcoord2;
lm2 = v_lmcoord3;
lm3 = v_lmcoord4;
#endif
if (arg_vertexlit)
vc = v_colour;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
//samplers
//for 8bit
#define s_colourmap s_t0
#include "sys/offsetmapping.h"
void main ()
{
//adjust texture coords for offsetmapping
vec2 tc = basetc;
if (OFFSETMAPPING)
tc = offsetmap(s_normalmap, tc, eyevector);
//yay, regular texture!
gl_FragColor = texture2D(s_diffuse, tc);
vec3 norm;
if (BUMP && (DELUXE || SPECULAR || REFLECTCUBEMASK))
norm = normalize(texture2D(s_normalmap, tc).rgb - 0.5);
else if (SPECULAR || DELUXE || REFLECTCUBEMASK)
norm = vec3(0, 0, 1); //specular lighting expects this to exist.
vec3 lightmaps;
if (arg_vertexlit)
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lightmaps = vc.rgb * e_lmscale.rgb;
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else
{
//modulate that by the lightmap(s) including deluxemap(s)
#ifdef LIGHTSTYLED
if (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;
}
#else
if (arg_eightbit)
{
//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.
vec2 nearestlm0 = floor(lm0 * 256.0*8.0)/(256.0*8.0);
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lightmaps = (texture2D(s_lightmap, nearestlm0) * e_lmscale).rgb;
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}
else
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lightmaps = (texture2D(s_lightmap, lm0) * e_lmscale).rgb;
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//modulate by the bumpmap dot light
if (DELUXE)
{
vec3 delux = 2.0*(texture2D(s_deluxmap, lm0).rgb-0.5);
lightmaps *= 1.0 / max(0.25, delux.z); //counter the darkening from deluxmaps
lightmaps *= dot(norm, delux);
}
#endif
}
//add in specular, if applicable.
if (SPECULAR)
{
vec4 specs = texture2D(s_specular, tc);
vec3 halfdir;
if (DELUXE)
{
//not lightstyled...
halfdir = normalize(normalize(eyevector) + 2.0*(texture2D(s_deluxmap0, lm0).rgb-0.5)); //this norm should be the deluxemap info instead
}
else
{
halfdir = normalize(normalize(eyevector) + vec3(0.0, 0.0, 1.0)); //this norm should be the deluxemap info instead
}
float spec = pow(max(dot(halfdir, norm), 0.0), 32.0 * specs.a);
spec *= cvar_gl_specular;
//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;
}
if (REFLECTCUBEMASK)
{
vec3 rtc = reflect(-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;
}
if (arg_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
if (FULLBRIGHT)
gl_FragColor.rgb += texture2D(s_fullbright, tc).rgb;
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}
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//entity modifiers
gl_FragColor = gl_FragColor * e_colourident;
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if (arg_mask != 1.0)
{
if (arg_masklt)
{
if (gl_FragColor.a < arg_mask)
discard;
}
else
{
if (gl_FragColor.a >= arg_mask)
discard;
}
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gl_FragColor.a = 1.0;
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}
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//and finally hide it all if we're fogged.
#ifdef FOG
gl_FragColor = fog4(gl_FragColor);
#endif
}
#endif