!!ver 100 300 !!permu TESS !!permu BUMP !!permu FRAMEBLEND !!permu SKELETAL !!permu UPPERLOWER !!permu FOG !!permu REFLECTCUBEMASK !!cvarf r_glsl_offsetmapping_scale !!cvardf r_glsl_pcf !!cvardf r_tessellation_level=5 !!samps diffuse normalmap specular upper lower reflectcube reflectmask !!samps =PCF shadowmap !!samps =CUBE projectionmap #if defined(ORM) || defined(SG) #define PBR #endif #include "sys/defs.h" //this is the main shader responsible for realtime dlights. //texture units: //s0=diffuse, s1=normal, s2=specular, s3=shadowmap //custom modifiers: //PCF(shadowmap) //CUBEPROJ(projected cubemap) //SPOT(projected circle //CUBESHADOW #if 0 && defined(GL_ARB_texture_gather) && defined(PCF) #extension GL_ARB_texture_gather : enable #endif #ifdef UPPERLOWER #define UPPER #define LOWER #endif //if there's no vertex normals known, disable some stuff. //FIXME: this results in dupe permutations. #ifdef NOBUMP #undef SPECULAR #undef BUMP #undef OFFSETMAPPING #endif #if !defined(TESS_CONTROL_SHADER) varying vec2 tcbase; varying vec3 lightvector; #if defined(VERTEXCOLOURS) varying vec4 vc; #endif #if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK) varying vec3 eyevector; #endif #ifdef REFLECTCUBEMASK varying mat3 invsurface; #endif #if defined(PCF) || defined(CUBE) || defined(SPOT) || defined(ORTHO) varying vec4 vtexprojcoord; #endif #endif #ifdef VERTEX_SHADER #ifdef TESS varying vec3 vertex, normal; #endif #include "sys/skeletal.h" void main () { vec3 n, s, t, w; gl_Position = skeletaltransform_wnst(w,n,s,t); n = normalize(n); s = normalize(s); t = normalize(t); tcbase = v_texcoord; //pass the texture coords straight through #ifdef ORTHO vec3 lightminusvertex = -l_lightdirection; lightvector.x = dot(lightminusvertex, s.xyz); lightvector.y = dot(lightminusvertex, t.xyz); lightvector.z = dot(lightminusvertex, n.xyz); #else vec3 lightminusvertex = l_lightposition - w.xyz; #ifdef NOBUMP //the only important thing is distance lightvector = lightminusvertex; #else //the light direction relative to the surface normal, for bumpmapping. lightvector.x = dot(lightminusvertex, s.xyz); lightvector.y = dot(lightminusvertex, t.xyz); lightvector.z = dot(lightminusvertex, n.xyz); #endif #endif #if defined(VERTEXCOLOURS) vc = v_colour; #endif #if defined(SPECULAR)||defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK) vec3 eyeminusvertex = e_eyepos - w.xyz; eyevector.x = dot(eyeminusvertex, s.xyz); eyevector.y = dot(eyeminusvertex, t.xyz); eyevector.z = dot(eyeminusvertex, n.xyz); #endif #ifdef REFLECTCUBEMASK invsurface = mat3(v_svector, v_tvector, v_normal); #endif #if defined(PCF) || defined(SPOT) || defined(CUBE) || defined(ORTHO) //for texture projections/shadowmapping on dlights vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0)); #endif #ifdef TESS vertex = w; normal = n; #endif } #endif #if defined(TESS_CONTROL_SHADER) layout(vertices = 3) out; in vec3 vertex[]; out vec3 t_vertex[]; in vec3 normal[]; out vec3 t_normal[]; in vec2 tcbase[]; out vec2 t_tcbase[]; in vec3 lightvector[]; out vec3 t_lightvector[]; #if defined(VERTEXCOLOURS) in vec4 vc[]; out vec4 t_vc[]; #endif #if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK) in vec3 eyevector[]; out vec3 t_eyevector[]; #endif void main() { //the control shader needs to pass stuff through #define id gl_InvocationID t_vertex[id] = vertex[id]; t_normal[id] = normal[id]; t_tcbase[id] = tcbase[id]; t_lightvector[id] = lightvector[id]; #if defined(VERTEXCOLOURS) t_vc[id] = vc[id]; #endif #if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK) t_eyevector[id] = eyevector[id]; #endif gl_TessLevelOuter[0] = float(r_tessellation_level); gl_TessLevelOuter[1] = float(r_tessellation_level); gl_TessLevelOuter[2] = float(r_tessellation_level); gl_TessLevelInner[0] = float(r_tessellation_level); } #endif #if defined(TESS_EVALUATION_SHADER) layout(triangles) in; in vec3 t_vertex[]; in vec3 t_normal[]; in vec2 t_tcbase[]; in vec3 t_lightvector[]; #if defined(VERTEXCOLOURS) in vec4 t_vc[]; #endif #if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK) in vec3 t_eyevector[]; #endif #define LERP(a) (gl_TessCoord.x*a[0] + gl_TessCoord.y*a[1] + gl_TessCoord.z*a[2]) void main() { #define factor 1.0 tcbase = LERP(t_tcbase); vec3 w = LERP(t_vertex); vec3 t0 = w - dot(w-t_vertex[0],t_normal[0])*t_normal[0]; vec3 t1 = w - dot(w-t_vertex[1],t_normal[1])*t_normal[1]; vec3 t2 = w - dot(w-t_vertex[2],t_normal[2])*t_normal[2]; w = w*(1.0-factor) + factor*(gl_TessCoord.x*t0+gl_TessCoord.y*t1+gl_TessCoord.z*t2); #if defined(PCF) || defined(SPOT) || defined(CUBE) || defined(ORTHO) //for texture projections/shadowmapping on dlights vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0)); #endif //FIXME: we should be recalcing these here, instead of just lerping them lightvector = LERP(t_lightvector); #if defined(VERTEXCOLOURS) vc = LERP(t_vc); #endif #if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK) eyevector = LERP(t_eyevector); #endif gl_Position = m_modelviewprojection * vec4(w,1.0); } #endif #ifdef FRAGMENT_SHADER #include "sys/fog.h" #include "sys/pcf.h" #ifdef OFFSETMAPPING #include "sys/offsetmapping.h" #endif #include "sys/pbr.h" void main () { #ifdef ORTHO float colorscale = 1.0; #else float colorscale = max(1.0 - (dot(lightvector, lightvector)/(l_lightradius*l_lightradius)), 0.0); #endif #ifdef PCF /*filter the light by the shadowmap. logically a boolean, but we allow fractions for softer shadows*/ colorscale *= ShadowmapFilter(s_shadowmap, vtexprojcoord); #endif #if defined(SPOT) /*filter the colour by the spotlight. discard anything behind the light so we don't get a mirror image*/ if (vtexprojcoord.w < 0.0) discard; vec2 spot = ((vtexprojcoord.st)/vtexprojcoord.w); colorscale*=1.0-(dot(spot,spot)); #endif //read raw texture samples (offsetmapping munges the tex coords first) #ifdef OFFSETMAPPING vec2 tcoffsetmap = offsetmap(s_normalmap, tcbase, eyevector); #define tcbase tcoffsetmap #endif #if defined(FLAT) vec4 bases = vec4(FLAT, FLAT, FLAT, 1.0); #else vec4 bases = texture2D(s_diffuse, tcbase); #ifdef VERTEXCOLOURS bases.rgb *= bases.a; #endif #endif #ifdef UPPER vec4 uc = texture2D(s_upper, tcbase); bases.rgb += uc.rgb*e_uppercolour*uc.a; #endif #ifdef LOWER vec4 lc = texture2D(s_lower, tcbase); bases.rgb += lc.rgb*e_lowercolour*lc.a; #endif #if defined(BUMP) || defined(SPECULAR) || defined(REFLECTCUBEMASK) vec3 bumps = normalize(vec3(texture2D(s_normalmap, tcbase)) - 0.5); #elif defined(REFLECTCUBEMASK) vec3 bumps = vec3(0.0,0.0,1.0); #endif #ifdef SPECULAR vec4 specs = texture2D(s_specular, tcbase); #endif #define dielectricSpecular 0.04 #ifdef SPECULAR #ifdef ORM //pbr-style occlusion+roughness+metalness #define occlusion specs.r #define roughness clamp(specs.g, 0.04, 1.0) #define metalness specs.b #define gloss 1.0 //sqrt(1.0-roughness) #define ambientrgb (specrgb+col.rgb) vec3 specrgb = mix(vec3(dielectricSpecular), bases.rgb, metalness); bases.rgb = bases.rgb * (1.0 - dielectricSpecular) * (1.0-metalness); #elif defined(SG) //pbr-style specular+glossiness //occlusion needs to be baked in. :( #define roughness (1.0-specs.a) #define gloss specs.a #define specrgb specs.rgb #define ambientrgb (specs.rgb+col.rgb) #else //blinn-phong #define roughness (1.0-specs.a) #define gloss specs.a #define specrgb specs.rgb #define ambientrgb col.rgb #endif #else #define roughness 0.3 #define specrgb 1.0 //vec3(dielectricSpecular) #endif #ifdef PBR vec3 diff = DoPBR(bumps, normalize(eyevector), normalize(lightvector), roughness, bases.rgb, specrgb, l_lightcolourscale); #else vec3 diff; #ifdef NOBUMP //surface can only support ambient lighting, even for lights that try to avoid it. diff = bases.rgb * (l_lightcolourscale.x+l_lightcolourscale.y); #else vec3 nl = normalize(lightvector); #ifdef BUMP diff = bases.rgb * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(bumps, nl), 0.0)); #else //we still do bumpmapping even without bumps to ensure colours are always sane. light.exe does it too. diff = bases.rgb * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0)); #endif #endif #ifdef SPECULAR vec3 halfdir = normalize(normalize(eyevector) + nl); float spec = pow(max(dot(halfdir, bumps), 0.0), FTE_SPECULAR_EXPONENT * gloss)*float(SPECMUL); diff += l_lightcolourscale.z * spec * specrgb; #endif #endif #ifdef REFLECTCUBEMASK vec3 rtc = reflect(-eyevector, bumps); rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2]; rtc = (m_model * vec4(rtc.xyz,0.0)).xyz; diff += texture2D(s_reflectmask, tcbase).rgb * textureCube(s_reflectcube, rtc).rgb; #endif #ifdef CUBE /*filter the colour by the cubemap projection*/ diff *= textureCube(s_projectionmap, vtexprojcoord.xyz).rgb; #endif #if defined(PROJECTION) /*2d projection, not used*/ // diff *= texture2d(s_projectionmap, shadowcoord); #endif #if defined(occlusion) && !defined(NOOCCLUDE) diff *= occlusion; #endif #if defined(VERTEXCOLOURS) diff *= vc.rgb * vc.a; #endif diff *= colorscale*l_lightcolour; gl_FragColor = vec4(fog3additive(diff), 1.0); } #endif