!!ver 100 150 !!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 shadowmap diffuse normalmap specular upper lower reflectcube reflectmask #include "sys/defs.h" #ifndef USE_ARB_SHADOW //fall back on regular samplers if we must #define sampler2DShadow sampler2D #endif //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 #ifndef r_glsl_pcf #error r_glsl_pcf wasnt defined #endif #if r_glsl_pcf < 1 #undef r_glsl_pcf #define r_glsl_pcf 9 #endif #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(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK) varying vec3 eyevector; #endif #ifdef REFLECTCUBEMASK varying mat3 invsurface; #endif #if defined(PCF) || defined(CUBE) || defined(SPOT) 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); tcbase = v_texcoord; //pass the texture coords straight through 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 #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[0] = v_svector; invsurface[1] = v_tvector; invsurface[2] = v_normal; #endif #if defined(PCF) || defined(SPOT) || defined(CUBE) //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(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(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(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) //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(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" #ifdef PCF vec3 ShadowmapCoord(void) { #ifdef SPOT //bias it. don't bother figuring out which side or anything, its not needed //l_projmatrix contains the light's projection matrix so no other magic needed return ((vtexprojcoord.xyz-vec3(0.0,0.0,0.015))/vtexprojcoord.w + vec3(1.0, 1.0, 1.0)) * vec3(0.5, 0.5, 0.5); //#elif defined(CUBESHADOW) // vec3 shadowcoord = vshadowcoord.xyz / vshadowcoord.w; // #define dosamp(x,y) shadowCube(s_shadowmap, shadowcoord + vec2(x,y)*texscale.xy).r #else //figure out which axis to use //texture is arranged thusly: //forward left up //back right down vec3 dir = abs(vtexprojcoord.xyz); //assume z is the major axis (ie: forward from the light) vec3 t = vtexprojcoord.xyz; float ma = dir.z; vec3 axis = vec3(0.5/3.0, 0.5/2.0, 0.5); if (dir.x > ma) { ma = dir.x; t = vtexprojcoord.zyx; axis.x = 0.5; } if (dir.y > ma) { ma = dir.y; t = vtexprojcoord.xzy; axis.x = 2.5/3.0; } //if the axis is negative, flip it. if (t.z > 0.0) { axis.y = 1.5/2.0; t.z = -t.z; } //we also need to pass the result through the light's projection matrix too //the 'matrix' we need only contains 5 actual values. and one of them is a -1. So we might as well just use a vec4. //note: the projection matrix also includes scalers to pinch the image inwards to avoid sampling over borders, as well as to cope with non-square source image //the resulting z is prescaled to result in a value between -0.5 and 0.5. //also make sure we're in the right quadrant type thing return axis + ((l_shadowmapproj.xyz*t.xyz + vec3(0.0, 0.0, l_shadowmapproj.w)) / -t.z); #endif } float ShadowmapFilter(void) { vec3 shadowcoord = ShadowmapCoord(); #if 0//def GL_ARB_texture_gather vec2 ipart, fpart; #define dosamp(x,y) textureGatherOffset(s_shadowmap, ipart.xy, vec2(x,y))) vec4 tl = step(shadowcoord.z, dosamp(-1.0, -1.0)); vec4 bl = step(shadowcoord.z, dosamp(-1.0, 1.0)); vec4 tr = step(shadowcoord.z, dosamp(1.0, -1.0)); vec4 br = step(shadowcoord.z, dosamp(1.0, 1.0)); //we now have 4*4 results, woo //we can just average them for 1/16th precision, but that's still limited graduations //the middle four pixels are 'full strength', but we interpolate the sides to effectively give 3*3 vec4 col = vec4(tl.ba, tr.ba) + vec4(bl.rg, br.rg) + //middle two rows are full strength mix(vec4(tl.rg, tr.rg), vec4(bl.ba, br.ba), fpart.y); //top+bottom rows return dot(mix(col.rgb, col.agb, fpart.x), vec3(1.0/9.0)); //blend r+a, gb are mixed because its pretty much free and gives a nicer dot instruction instead of lots of adds. #else #ifdef USE_ARB_SHADOW //with arb_shadow, we can benefit from hardware acclerated pcf, for smoother shadows #define dosamp(x,y) shadow2D(s_shadowmap, shadowcoord.xyz + (vec3(x,y,0.0)*l_shadowmapscale.xyx)) #else //this will probably be a bit blocky. #define dosamp(x,y) float(texture2D(s_shadowmap, shadowcoord.xy + (vec2(x,y)*l_shadowmapscale.xy)).r >= shadowcoord.z) #endif float s = 0.0; #if r_glsl_pcf >= 1 && r_glsl_pcf < 5 s += dosamp(0.0, 0.0); return s; #elif r_glsl_pcf >= 5 && r_glsl_pcf < 9 s += dosamp(-1.0, 0.0); s += dosamp(0.0, -1.0); s += dosamp(0.0, 0.0); s += dosamp(0.0, 1.0); s += dosamp(1.0, 0.0); return s/5.0; #else s += dosamp(-1.0, -1.0); s += dosamp(-1.0, 0.0); s += dosamp(-1.0, 1.0); s += dosamp(0.0, -1.0); s += dosamp(0.0, 0.0); s += dosamp(0.0, 1.0); s += dosamp(1.0, -1.0); s += dosamp(1.0, 0.0); s += dosamp(1.0, 1.0); return s/9.0; #endif #endif } #endif #ifdef OFFSETMAPPING #include "sys/offsetmapping.h" #endif void main () { //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) vec3 bases = vec3(1.0); #else vec3 bases = vec3(texture2D(s_diffuse, tcbase)); #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 float colorscale = max(1.0 - (dot(lightvector, lightvector)/(l_lightradius*l_lightradius)), 0.0); vec3 diff; #ifdef NOBUMP //surface can only support ambient lighting, even for lights that try to avoid it. diff = bases * (l_lightcolourscale.x+l_lightcolourscale.y); #else vec3 nl = normalize(lightvector); #ifdef BUMP diff = bases * (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 * (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), 32.0 * specs.a); diff += l_lightcolourscale.z * spec * specs.rgb; #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(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 #ifdef PCF /*filter the light by the shadowmap. logically a boolean, but we allow fractions for softer shadows*/ //diff.rgb = (vtexprojcoord.xyz/vtexprojcoord.w) * 0.5 + 0.5; colorscale *= ShadowmapFilter(); // diff = ShadowmapCoord(); #endif #if defined(PROJECTION) /*2d projection, not used*/ // diff *= texture2d(s_projectionmap, shadowcoord); #endif gl_FragColor.rgb = fog3additive(diff*colorscale*l_lightcolour); } #endif