q2w bsp format support.
automatic lightmap texture scaling to retain more performance on large maps. r_clutter preliminary implementation should probably fix up the shader still. CSQC_Parse_Damage implemented. finally implement q2 inventory. fix mixer overflow crash. glsl can now use s_diffuse etc to force inclusion of a diffuse sampler/texture, meaning shaders don't need to include them. fix issue with writeip git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4841 fc73d0e0-1445-4013-8a0c-d673dee63da5
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02ab57490e
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100 changed files with 3502 additions and 2204 deletions
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@ -40,19 +40,16 @@ void main (void)
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}
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#endif
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#ifdef FRAGMENT_SHADER
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#define s_refract s_t0
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#define s_reflect s_t1
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#define s_ripplemap s_t2
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#define s_refractdepth s_t3
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uniform float cvar_r_glsl_turbscale;
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uniform sampler2D s_t0; //refract
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uniform sampler2D s_t1; //normalmap
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uniform sampler2D s_t2; //diffuse/reflection
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#ifdef DEPTH
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uniform sampler2D s_t3; //refraction depth
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#define s_ripplemap s_t4
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#else
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#define s_ripplemap s_t3
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#endif
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#ifdef RIPPLEMAP
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uniform sampler2D s_refract; //refract
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uniform sampler2D s_reflect; //reflection
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uniform sampler2D s_refractdepth; //refraction depth
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uniform sampler2D s_ripplemap; //ripplemap
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#endif
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uniform float e_time;
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void main (void)
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@ -70,8 +67,8 @@ void main (void)
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ntc.t = tc.t + sin(tc.s+e_time)*0.125;
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//generate the two wave patterns from the normalmap
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n = (texture2D(s_t1, TXSCALE*tc + vec2(e_time*0.1, 0.0)).xyz);
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n += (texture2D(s_t1, TXSCALE*tc - vec2(0, e_time*0.097)).xyz);
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n = (texture2D(s_normalmap, TXSCALE*tc + vec2(e_time*0.1, 0.0)).xyz);
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n += (texture2D(s_normalmap, TXSCALE*tc - vec2(0, e_time*0.097)).xyz);
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n -= 1.0 - 4.0/256.0;
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#ifdef RIPPLEMAP
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@ -90,7 +87,7 @@ void main (void)
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sdepth = mix(near, far, sdepth);
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//get depth value at the ground beyond the surface.
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float gdepth = texture2D(s_t3, stc).x;
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float gdepth = texture2D(s_refractdepth, stc).x;
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gdepth = (2.0*near) / (far + near - gdepth * (far - near));
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if (gdepth >= 0.5)
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{
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@ -112,16 +109,16 @@ void main (void)
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//refraction image (and water fog, if possible)
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refr = texture2D(s_t0, stc + n.st*STRENGTH*cvar_r_glsl_turbscale).rgb * TINT;
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refr = texture2D(s_refract, stc + n.st*STRENGTH*cvar_r_glsl_turbscale).rgb * TINT;
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#ifdef DEPTH
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refr = mix(refr, FOGTINT, min(depth/4096.0, 1.0));
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#endif
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//reflection/diffuse
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#ifdef REFLECT
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refl = texture2D(s_t2, stc - n.st*STRENGTH*cvar_r_glsl_turbscale).rgb;
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refl = texture2D(s_reflect, stc - n.st*STRENGTH*cvar_r_glsl_turbscale).rgb;
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#else
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refl = texture2D(s_t2, ntc).xyz;
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refl = texture2D(s_diffuse, ntc).xyz;
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#endif
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//FIXME: add specular
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@ -7,6 +7,8 @@
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!!cvarf r_glsl_offsetmapping_scale
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!!cvarf gl_specular
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#include "sys/defs.h"
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//standard shader used for models.
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//must support skeletal and 2-way vertex blending or Bad Things Will Happen.
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//the vertex shader is responsible for calculating lighting values.
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@ -22,13 +24,6 @@ varying vec3 eyevector;
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#ifdef VERTEX_SHADER
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#include "sys/skeletal.h"
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attribute vec2 v_texcoord;
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uniform vec3 e_light_dir;
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uniform vec3 e_light_mul;
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uniform vec3 e_light_ambient;
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#if defined(SPECULAR) || defined(OFFSETMAPPING)
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uniform vec3 e_eyepos;
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#endif
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void main ()
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{
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#if defined(SPECULAR)||defined(OFFSETMAPPING)
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@ -52,25 +47,8 @@ void main ()
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#endif
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#ifdef FRAGMENT_SHADER
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#include "sys/fog.h"
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uniform sampler2D s_t0;
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#ifdef LOWER
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uniform sampler2D s_t1;
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uniform vec3 e_lowercolour;
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#endif
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#ifdef UPPER
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uniform sampler2D s_t2;
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uniform vec3 e_uppercolour;
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#endif
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#ifdef FULLBRIGHT
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uniform sampler2D s_t3;
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#endif
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#if defined(BUMP)
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uniform sampler2D s_t4;
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#endif
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#if defined(SPECULAR)
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uniform sampler2D s_t5;
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uniform float cvar_gl_specular;
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#endif
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@ -78,31 +56,28 @@ uniform float cvar_gl_specular;
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#include "sys/offsetmapping.h"
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#endif
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uniform vec4 e_colourident;
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void main ()
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{
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vec4 col, sp;
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#ifdef OFFSETMAPPING
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vec2 tcoffsetmap = offsetmap(s_t4, tc, eyevector);
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vec2 tcoffsetmap = offsetmap(s_normalmap, tc, eyevector);
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#define tc tcoffsetmap
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#endif
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col = texture2D(s_t0, tc);
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col = texture2D(s_diffuse, tc);
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#ifdef UPPER
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vec4 uc = texture2D(s_t2, tc);
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vec4 uc = texture2D(s_upper, tc);
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col.rgb += uc.rgb*e_uppercolour*uc.a;
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#endif
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#ifdef LOWER
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vec4 lc = texture2D(s_t1, tc);
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vec4 lc = texture2D(s_lower, tc);
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col.rgb += lc.rgb*e_lowercolour*lc.a;
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#endif
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#if defined(BUMP) && defined(SPECULAR)
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vec3 bumps = normalize(vec3(texture2D(s_t4, tc)) - 0.5);
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vec4 specs = texture2D(s_t5, tc);
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vec3 bumps = normalize(vec3(texture2D(s_normalmap, tc)) - 0.5);
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vec4 specs = texture2D(s_specular, tc);
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vec3 halfdir = normalize(normalize(eyevector) + vec3(0.0, 0.0, 1.0));
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float spec = pow(max(dot(halfdir, bumps), 0.0), 32.0 * specs.a);
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col.rgb *= light;
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#ifdef FULLBRIGHT
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vec4 fb = texture2D(s_t3, tc);
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vec4 fb = texture2D(s_fullbright, tc);
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// col.rgb = mix(col.rgb, fb.rgb, fb.a);
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col.rgb += fb.rgb * fb.a;
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#endif
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!!cvarf r_glsl_offsetmapping_scale
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!!cvarf gl_specular
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#include "sys/defs.h"
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//this is what normally draws all of your walls, even with rtlights disabled
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//note that the '286' preset uses drawflat_walls instead.
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@ -25,19 +27,6 @@ varying vec2 lm0;
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#endif
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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attribute vec2 v_lmcoord;
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#ifdef LIGHTSTYLED
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attribute vec2 v_lmcoord2;
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attribute vec2 v_lmcoord3;
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attribute vec2 v_lmcoord4;
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#endif
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#if defined(OFFSETMAPPING) || defined(SPECULAR)
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uniform vec3 e_eyepos;
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attribute vec3 v_normal;
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attribute vec3 v_svector;
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attribute vec3 v_tvector;
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#endif
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void main ()
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{
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#if defined(OFFSETMAPPING) || defined(SPECULAR)
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#ifdef FRAGMENT_SHADER
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//samplers
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#define s_diffuse s_t0
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#define s_lightmap0 s_t1
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#define s_normalmap s_t2
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#define s_delux0 s_t3
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#define s_fullbright s_t4
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#define s_specular s_t5
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#define s_lightmap1 s_t6
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#define s_lightmap2 s_t7
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#define s_lightmap3 s_t8
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#define s_delux1 s_t9
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#define s_delux2 s_t10
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#define s_delux3 s_t11
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#define s_paletted s_diffuse
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#define s_colourmap s_fullbright
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#define s_colourmap s_t0
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uniform sampler2D s_colourmap;
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uniform sampler2D s_diffuse;
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uniform sampler2D s_lightmap0;
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#if defined(BUMP) && (defined(OFFSETMAPPING) || defined(DELUXE) || defined(SPECULAR))
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uniform sampler2D s_normalmap;
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#endif
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#ifdef DELUXE
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uniform sampler2D s_delux0;
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#endif
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#if defined(FULLBRIGHT) || defined(EIGHTBIT)
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uniform sampler2D s_fullbright;
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#endif
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#ifdef SPECULAR
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uniform sampler2D s_specular;
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#endif
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#ifdef LIGHTSTYLED
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uniform sampler2D s_lightmap1;
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uniform sampler2D s_lightmap2;
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uniform sampler2D s_lightmap3;
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uniform sampler2D s_delux1;
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uniform sampler2D s_delux2;
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uniform sampler2D s_delux3;
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#endif
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#ifdef LIGHTSTYLED
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uniform vec4 e_lmscale[4];
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#else
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uniform vec4 e_lmscale;
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#endif
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uniform vec4 e_colourident;
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#ifdef SPECULAR
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uniform float cvar_gl_specular;
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#endif
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#ifdef LIGHTSTYLED
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vec3 lightmaps;
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#ifdef DELUXE
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lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(norm, 2.0*texture2D(s_delux0, lm0).rgb-0.5);
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lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(norm, 2.0*texture2D(s_delux1, lm1).rgb-0.5);
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lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(norm, 2.0*texture2D(s_delux2, lm2).rgb-0.5);
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lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(norm, 2.0*texture2D(s_delux3, lm3).rgb-0.5);
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lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(norm, 2.0*texture2D(s_deluxmap0, lm0).rgb-0.5);
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lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(norm, 2.0*texture2D(s_deluxmap1, lm1).rgb-0.5);
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lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(norm, 2.0*texture2D(s_deluxmap2, lm2).rgb-0.5);
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lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(norm, 2.0*texture2D(s_deluxmap3, lm3).rgb-0.5);
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#else
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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_lightmap3, lm3).rgb * e_lmscale[3].rgb;
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#endif
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#else
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vec3 lightmaps = (texture2D(s_lightmap0, lm0) * e_lmscale).rgb;
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vec3 lightmaps = (texture2D(s_lightmap, lm0) * e_lmscale).rgb;
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//modulate by the bumpmap dot light
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#ifdef DELUXE
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lightmaps *= dot(norm, 2.0*(texture2D(s_delux0, lm0).rgb-0.5));
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vec3 delux = 2.0*(texture2D(s_deluxmap, lm0).rgb-0.5);
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lightmaps *= 1.0 / max(0.25, delux.z); //counter the darkening from deluxmaps
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lightmaps *= dot(norm, delux);
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#endif
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#endif
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vec4 specs = texture2D(s_specular, tc);
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#ifdef DELUXE
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//not lightstyled...
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vec3 halfdir = normalize(normalize(eyevector) + 2.0*(texture2D(s_delux0, lm0).rgb-0.5)); //this norm should be the deluxemap info instead
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vec3 halfdir = normalize(normalize(eyevector) + 2.0*(texture2D(s_deluxmap0, lm0).rgb-0.5)); //this norm should be the deluxemap info instead
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#else
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vec3 halfdir = normalize(normalize(eyevector) + vec3(0.0, 0.0, 1.0)); //this norm should be the deluxemap info instead
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#endif
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#ifdef EIGHTBIT //FIXME: with this extra flag, half the permutations are redundant.
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lightmaps *= 0.5; //counter the fact that the colourmap contains overbright values and logically ranges from 0 to 2 intead of to 1.
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float pal = texture2D(s_diffuse, tc).r; //the palette index. hopefully not interpolated.
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float pal = texture2D(s_paletted, tc).r; //the palette index. hopefully not interpolated.
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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
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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.
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gl_FragColor.g = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.g)).g; //its not very softwarey, but re-palettizing is ugly.
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!!cvarf r_wateralpha
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!!permu FOG
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!!cvarf r_wateralpha
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#include "sys/defs.h"
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//this is the shader that's responsible for drawing default q1 turbulant water surfaces
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//this is expected to be moderately fast.
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#include "sys/fog.h"
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varying vec2 tc;
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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void main ()
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{
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tc = v_texcoord.st;
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#ifdef FLOW
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tc.s += e_time * -0.5;
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#endif
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gl_Position = ftetransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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uniform sampler2D s_t0;
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uniform float e_time;
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#ifndef ALPHA
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uniform float cvar_r_wateralpha;
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#define USEALPHA cvar_r_wateralpha
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vec2 ntc;
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ntc.s = tc.s + sin(tc.t+e_time)*0.125;
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ntc.t = tc.t + sin(tc.s+e_time)*0.125;
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vec3 ts = vec3(texture2D(s_t0, ntc));
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vec3 ts = vec3(texture2D(s_diffuse, ntc));
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gl_FragColor = fog4(vec4(ts, USEALPHA));
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}
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#endif
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