!!ver 100 130 !!permu FULLBRIGHT !!permu UPPERLOWER !!permu FRAMEBLEND !!permu SKELETAL !!permu FOG !!permu BUMP !!cvarf r_glsl_offsetmapping_scale !!cvarf gl_specular !!cvardf gl_affinemodels=0 #include "sys/defs.h" //standard shader used for models. //must support skeletal and 2-way vertex blending or Bad Things Will Happen. //the vertex shader is responsible for calculating lighting values. #if gl_affinemodels==1 && __VERSION__ >= 130 noperspective #endif varying vec2 tc; varying vec3 light; #if defined(SPECULAR) || defined(OFFSETMAPPING) varying vec3 eyevector; #endif #ifdef VERTEX_SHADER #include "sys/skeletal.h" void main () { #if defined(SPECULAR)||defined(OFFSETMAPPING) vec3 n, s, t, w; gl_Position = skeletaltransform_wnst(w,n,s,t); vec3 eyeminusvertex = e_eyepos - w.xyz; eyevector.x = dot(eyeminusvertex, s.xyz); eyevector.y = dot(eyeminusvertex, t.xyz); eyevector.z = dot(eyeminusvertex, n.xyz); #else vec3 n; gl_Position = skeletaltransform_n(n); #endif float d = dot(n,e_light_dir); if (d < 0.0) //vertex shader. this might get ugly, but I don't really want to make it per vertex. d = 0.0; //this avoids the dark side going below the ambient level. light = e_light_ambient + (dot(n,e_light_dir)*e_light_mul); tc = v_texcoord; } #endif #ifdef FRAGMENT_SHADER #include "sys/fog.h" #if defined(SPECULAR) uniform float cvar_gl_specular; #endif #ifdef OFFSETMAPPING #include "sys/offsetmapping.h" #endif #ifdef EIGHTBIT #define s_colourmap s_t0 uniform sampler2D s_colourmap; #endif #if __VERSION__ >= 130 #define gl_FragColor thecolour out vec4 thecolour; #endif void main () { vec4 col, sp; #ifdef OFFSETMAPPING vec2 tcoffsetmap = offsetmap(s_normalmap, tc, eyevector); #define tc tcoffsetmap #endif #ifdef EIGHTBIT vec3 lightlev = light; //FIXME: with this extra flag, half the permutations are redundant. lightlev *= 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. lightlev -= 1.0 / 128.0; //software rendering appears to round down, so make sure we favour the lower values instead of rounding to the nearest col.r = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.r)).r; //do 3 lookups. this is to cope with lit files, would be a waste to not support those. col.g = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.g)).g; //its not very softwarey, but re-palettizing is ugly. col.b = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.b)).b; //without lits, it should be identical. col.a = (pal<1.0)?1.0:0.0; #else col = texture2D(s_diffuse, tc); #ifdef UPPER vec4 uc = texture2D(s_upper, tc); col.rgb += uc.rgb*e_uppercolour*uc.a; #endif #ifdef LOWER vec4 lc = texture2D(s_lower, tc); col.rgb += lc.rgb*e_lowercolour*lc.a; #endif #if defined(BUMP) && defined(SPECULAR) vec3 bumps = normalize(vec3(texture2D(s_normalmap, tc)) - 0.5); vec4 specs = texture2D(s_specular, tc); vec3 halfdir = normalize(normalize(eyevector) + vec3(0.0, 0.0, 1.0)); float spec = pow(max(dot(halfdir, bumps), 0.0), 32.0 * specs.a); col.rgb += cvar_gl_specular * spec * specs.rgb; #endif col.rgb *= light; #ifdef FULLBRIGHT vec4 fb = texture2D(s_fullbright, tc); // col.rgb = mix(col.rgb, fb.rgb, fb.a); col.rgb += fb.rgb * fb.a; #endif #endif gl_FragColor = fog4(col * e_colourident); } #endif