fteqw/engine/shaders/vulkan/defaultskin.glsl
Spoike 0f7bbfcf0e Implement an area grid, primarily to avoid mods(read: xonotic) generating 2000 ents all sitting on the root area node.
Add separate cl_movement cvar to enable/disable reporting input sequences to DP servers (which use different pathways). Does not affect other protocols. This is separate from cl_nopred but will usually have the same result in the long run.
Fixed movevalues for DPP7 clients, if they try using prediction they should now (mostly) get the same values that DP normally uses for QW servers.
Reworked sky overrides somewhat. Now uses skyboxes where possible.
Fixed dpcompat_makeshitup a little, for better compat.
Fixed echo $foo$bar not exanding bar.
Try to fix the meanings of vid_hardwaregamma.
Fixes for builtins/features/etc that apparently only xonotic uses.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5143 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-08-29 02:29:06 +00:00

119 lines
2.9 KiB
GLSL

!!permu FULLBRIGHT
!!permu UPPERLOWER
//!!permu FRAMEBLEND
//!!permu SKELETAL
!!permu FOG
!!permu BUMP
!!permu REFLECTCUBEMASK
!!cvarf r_glsl_offsetmapping=0
!!cvarf r_glsl_offsetmapping_scale=0.04
!!cvarf gl_specular=0
!!cvarb r_fog_exp2=true
!!samps diffuse normalmap upper lower specular fullbright reflectcube reflectmask
#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.
layout(location=0) varying vec2 tcbase;
layout(location=1) varying vec3 light;
#if defined(SPECULAR) || defined(OFFSETMAPPING)
layout(location=2) varying vec3 eyevector;
#endif
layout(location=3) varying mat3 invsurface;
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
void main ()
{
vec3 n;
if (SPECULAR||OFFSETMAPPING||REFLECTCUBEMASK)
{
vec3 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);
if (REFLECTCUBEMASK)
{
invsurface[0] = s;
invsurface[0] = t;
invsurface[0] = n;
}
}
else
{
gl_Position = skeletaltransform_n(n);
}
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);
tcbase = v_texcoord;
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
#include "sys/offsetmapping.h"
void main ()
{
vec4 col, sp;
vec2 tc;
if (OFFSETMAPPING)
tc = offsetmap(s_normalmap, tcbase, eyevector);
else
tc = tcbase;
col = texture2D(s_diffuse, tc);
if (UPPERLOWER)
{
vec4 uc = texture2D(s_upper, tc);
col.rgb += uc.rgb*e_uppercolour*uc.a;
vec4 lc = texture2D(s_lower, tc);
col.rgb += lc.rgb*e_lowercolour*lc.a;
}
vec3 bumps = vec3(0,0,1);
if (BUMP || SPECULAR)
{
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;
}
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;
col.rgb += texture2D(s_reflectmask, tc).rgb * textureCube(s_reflectcube, rtc).rgb;
}
col.rgb *= light;
if (FULLBRIGHT)
{
vec4 fb = texture2D(s_fullbright, tc);
// col.rgb = mix(col.rgb, fb.rgb, fb.a);
col.rgb += fb.rgb * fb.a;
}
gl_FragColor = fog4(col * e_colourident);
}
#endif