fteqw/engine/shaders/vulkan/rtlight.glsl
Spoike 27a59a0cbc LOTS OF CHANGES. was hoping to get revision 5000 perfect, but really that's never going to happen. this has gone on for too long now.
vulkan, wasapi, quake injector features added.
irc, avplug, cef plugins/drivers reworked/updated/added
openal reverb, doppler effects added.
'dir' console command now attempts to view clicked files.
lots of warning fixes, should now only be deprecation warnings for most targets (depending on compiler version anyway...).
SendEntity finally reworked to use flags properly.
effectinfo improved, other smc-targetted fixes.
mapcluster stuff now has support for linux.
.basebone+.baseframe now exist in ssqc.
qcc: -Fqccx supports qccx syntax, including qccx hacks. don't expect these to work in fteqw nor dp though.
qcc: rewrote function call handling to use refs rather than defs. this makes struct passing more efficient and makes the __out keyword usable with fields etc.
qccgui: can cope a little better with non-unicode files. can now represent most quake chars.
qcc: suppressed warnings from *extensions.qc

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5000 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-07-12 00:40:13 +00:00

316 lines
9.3 KiB
GLSL

!!samps diffuse normalmap specular shadowmap upper lower reflectmask reflectcube projectionmap
!!cvarf r_glsl_offsetmapping=0
!!cvarf gl_specular=0
!!cvarf r_glsl_offsetmapping_scale=0.04
!!cvari r_glsl_pcf=5
!!permu BUMP
!!permu UPPERLOWER
!!permu REFLECTCUBEMASK
!!argb pcf=0
!!argb spot=0
!!argb cube=0
!!permu FOG
!!cvarb r_fog_exp2=true
//!!permu FRAMEBLEND
//!!permu SKELETAL
#include "sys/defs.h"
//const bool UPPERLOWER = false;
//const bool REFLECTCUBEMASK = false;
//const bool BUMP = true;
//const float cvar_gl_specular = 1.0;
//const int cvar_r_glsl_pcf = 5;
//const float cvar_r_glsl_offsetmapping = 0.0;
//const float cvar_r_glsl_offsetmapping_scale = 0.04;
//layout(constant_id=1) const bool arg_pcf = true;
//layout(constant_id=2) const bool arg_spot = false;
//layout(constant_id=3) const bool arg_cube = false;
#define USE_ARB_SHADOW
#ifndef USE_ARB_SHADOW
//fall back on regular samplers if we must
#define sampler2DShadow sampler2D
#else
#define shadow2D texture
#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
#if 0 && defined(GL_ARB_texture_gather) && defined(PCF)
#extension GL_ARB_texture_gather : enable
#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
layout(location = 0) varying vec2 tc;
layout(location = 1) varying vec3 lightvector;
layout(location = 2) varying vec3 eyevector;
layout(location = 3) varying vec4 vtexprojcoord;
layout(location = 4) varying mat3 invsurface;
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
void main ()
{
vec3 n, s, t, w;
gl_Position = skeletaltransform_wnst(w,n,s,t);
tc = v_texcoord; //pass the texture coords straight through
vec3 lightminusvertex = (m_modelinv*vec4(l_lightposition,1.0)).xyz - w.xyz;
if (true)//BUMP || SPECULAR)
{
//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);
}
else
lightvector = lightminusvertex;
if (SPECULAR || OFFSETMAPPING || 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);
}
if (REFLECTCUBEMASK)
{
invsurface[0] = v_svector;
invsurface[1] = v_tvector;
invsurface[2] = v_normal;
}
if (arg_pcf || arg_spot || arg_cube)
{
//for texture projections/shadowmapping on dlights
vtexprojcoord = l_cubematrix*m_model*vec4(w.xyz, 1.0);
}
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
//uniform vec4 l_shadowmapproj; //light projection matrix info
//uniform vec2 l_shadowmapscale; //xy are the texture scale, z is 1, w is the scale.
vec3 ShadowmapCoord(void)
{
if (arg_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);
}
// else if (CUBESHADOW)
// {
// vec3 shadowcoord = vshadowcoord.xyz / vshadowcoord.w;
// #define dosamp(x,y) shadowCube(s_shadowmap, shadowcoord + vec2(x,y)*texscale.xy).r
// }
//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);
}
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)).r
#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 (cvar_r_glsl_pcf < 5)
{
s += dosamp(0.0, 0.0);
return s;
}
else if (cvar_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
}
#include "sys/offsetmapping.h"
void main ()
{
//read raw texture samples (offsetmapping munges the tex coords first)
vec2 tcbase;
if (OFFSETMAPPING)
tcbase = offsetmap(s_normalmap, tc, eyevector);
else
tcbase = tc;
#if defined(FLAT)
vec3 bases = vec3(1.0);
#else
vec3 bases = vec3(texture2D(s_diffuse, tcbase));
#endif
if (UPPERLOWER)
{
vec4 uc = texture2D(s_upper, tcbase);
bases.rgb += uc.rgb*e_uppercolour*uc.a;
vec4 lc = texture2D(s_lower, tcbase);
bases.rgb += lc.rgb*e_lowercolour*lc.a;
}
vec3 bumps;
if (BUMP)
bumps = normalize(vec3(texture2D(s_normalmap, tcbase)) - 0.5);
else
bumps = vec3(0.0,0.0,1.0);
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);
if (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
if (SPECULAR)
{
vec4 specs = texture2D(s_specular, tcbase);
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;
}
if (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;
}
if (arg_cube)
{
/*filter the colour by the cubemap projection*/
diff *= textureCube(s_projectionmap, vtexprojcoord.xyz).rgb;
}
if (arg_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));
}
if (arg_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();
}
#if defined(PROJECTION)
/*2d projection, not used*/
// diff *= texture2d(s_projectionmap, shadowcoord);
#endif
gl_FragColor.rgb = fog3additive(diff*colorscale*l_lightcolour);
gl_FragColor.a = 1.0;
}
#endif