!!permu BUMP !!permu SPECULAR !!permu OFFSETMAPPING !!permu SKELETAL !!permu FOG !!cvarf r_glsl_offsetmapping_scale //this is the main shader responsible for realtime dlights. //texture units: //s0=diffuse, s1=normal, s2=specular, s3=shadowmap //custom modifiers: //PCF(shadowmap) //CUBE(projected cubemap) varying vec2 tcbase; varying vec3 lightvector; #if defined(SPECULAR) || defined(OFFSETMAPPING) varying vec3 eyevector; #endif #if defined(PCF) || defined(CUBE) varying vec4 vshadowcoord; uniform mat4 l_projmatrix; #endif #ifdef VERTEX_SHADER #include "sys/skeletal.h" uniform vec3 l_lightposition; attribute vec2 v_texcoord; #if defined(SPECULAR) || defined(OFFSETMAPPING) uniform vec3 e_eyepos; #endif void main () { vec3 n, s, t, w; gl_Position = skeletaltransform_wnst(w,n,s,t); tcbase = v_texcoord; //pass the texture coords straight through vec3 lightminusvertex = l_lightposition - w.xyz; lightvector.x = dot(lightminusvertex, s.xyz); lightvector.y = dot(lightminusvertex, t.xyz); lightvector.z = dot(lightminusvertex, n.xyz); #if defined(SPECULAR)||defined(OFFSETMAPPING) 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 #if defined(PCF) || defined(SPOT) || defined(PROJECTION) || defined(CUBE) vshadowcoord = l_projmatrix*vec4(w.xyz, 1.0); #endif } #endif #ifdef FRAGMENT_SHADER #include "sys/fog.h" uniform sampler2D s_t0; #if defined(BUMP) || defined(SPECULAR) || defined(OFFSETMAPPING) uniform sampler2D s_t1; #endif #ifdef SPECULAR uniform sampler2D s_t2; #endif #ifdef CUBE uniform samplerCube s_t3; #endif #ifdef PCF #ifdef CUBE uniform samplerCubeShadow s_t7; #else uniform sampler2DShadow s_t7; #endif #endif uniform float l_lightradius; uniform vec3 l_lightcolour; uniform vec3 l_lightcolourscale; #ifdef OFFSETMAPPING #include "sys/offsetmapping.h" #endif void main () { #ifdef OFFSETMAPPING vec2 tcoffsetmap = offsetmap(s_t1, tcbase, eyevector); #define tcbase tcoffsetmap #endif vec3 bases = vec3(texture2D(s_t0, tcbase)); #if defined(BUMP) || defined(SPECULAR) vec3 bumps = vec3(texture2D(s_t1, tcbase)) - 0.5; #endif #ifdef SPECULAR vec4 specs = texture2D(s_t2, tcbase); #endif vec3 nl = normalize(lightvector); float colorscale = max(1.0 - dot(lightvector, lightvector)/(l_lightradius*l_lightradius), 0.0); vec3 diff; #ifdef BUMP diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(2.0*bumps, nl), 0.0)); #else diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0)); #endif #ifdef SPECULAR vec3 halfdir = normalize(lightvector - normalize(eyevector)); float spec = pow(max(dot(halfdir, bumps), 0.0), 1.0 + 32.0 * specs.a); diff += spec * specs.rgb * l_lightcolourscale.z; #endif #ifdef CUBE diff *= textureCube(s_t3, vshadowcoord.xyz).rgb; #endif #ifdef PCF #if defined(SPOT) const float texx = 512.0; const float texy = 512.0; vec4 shadowcoord = vshadowcoord; #else const float texx = 512.0; const float texy = 512.0; vec4 shadowcoord; shadowcoord.zw = vshadowcoord.zw; shadowcoord.xy = vshadowcoord.xy; #endif #ifdef CUBE const float xPixelOffset = 1.0/texx; const float yPixelOffset = 1.0/texy; float s = 0.0; s += shadowCubeProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r; s += shadowCubeProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r; s += shadowCubeProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r; s += shadowCubeProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r; s += shadowCubeProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r; s += shadowCubeProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r; s += shadowCubeProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r; s += shadowCubeProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r; s += shadowCubeProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r; colorscale *= s/9.0; #else const float xPixelOffset = 1.0/texx; const float yPixelOffset = 1.0/texy; float s = 0.0; s += shadow2DProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r; s += shadow2DProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r; s += shadow2DProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r; s += shadow2DProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r; s += shadow2DProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r; s += shadow2DProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r; s += shadow2DProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r; s += shadow2DProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r; s += shadow2DProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r; colorscale *= s/9.0; #endif #endif #if defined(SPOT) if (shadowcoord.w < 0.0) discard; vec2 spot = ((shadowcoord.st)/shadowcoord.w - 0.5)*2.0;colorscale*=1.0-(dot(spot,spot)); #endif #if defined(PROJECTION) l_lightcolour *= texture2d(s_t3, shadowcoord); #endif gl_FragColor.rgb = fog3additive(diff*colorscale*l_lightcolour); } #endif