33a540806e
Added $reflection texture map for (water) shaders. Just renders the screen to an fbo before rendering the surface. hub/savegame fixes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4034 fc73d0e0-1445-4013-8a0c-d673dee63da5
154 lines
6.2 KiB
GLSL
154 lines
6.2 KiB
GLSL
!!permu BUMP
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!!permu SPECULAR
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!!permu OFFSETMAPPING
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!!permu SKELETAL
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!!permu FOG
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!!cvarf r_glsl_offsetmapping_scale
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//this is the main shader responsible for realtime dlights.
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//texture units:
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//s0=diffuse, s1=normal, s2=specular, s3=shadowmap
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//custom modifiers:
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//PCF(shadowmap)
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//CUBE(projected cubemap)
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varying vec2 tcbase;
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varying vec3 lightvector;
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#if defined(SPECULAR) || defined(OFFSETMAPPING)
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varying vec3 eyevector;
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#endif
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#if defined(PCF) || defined(CUBE)
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varying vec4 vshadowcoord;
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uniform mat4 l_projmatrix;
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#endif
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#ifdef VERTEX_SHADER
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#include "sys/skeletal.h"
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uniform vec3 l_lightposition;
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attribute vec2 v_texcoord;
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#if defined(SPECULAR) || defined(OFFSETMAPPING)
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uniform vec3 e_eyepos;
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#endif
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void main ()
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{
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vec3 n, s, t, w;
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gl_Position = skeletaltransform_wnst(w,n,s,t);
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tcbase = v_texcoord; //pass the texture coords straight through
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vec3 lightminusvertex = l_lightposition - w.xyz;
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lightvector.x = dot(lightminusvertex, s.xyz);
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lightvector.y = dot(lightminusvertex, t.xyz);
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lightvector.z = dot(lightminusvertex, n.xyz);
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#if defined(SPECULAR)||defined(OFFSETMAPPING)
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vec3 eyeminusvertex = e_eyepos - w.xyz;
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eyevector.x = dot(eyeminusvertex, s.xyz);
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eyevector.y = -dot(eyeminusvertex, t.xyz);
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eyevector.z = dot(eyeminusvertex, n.xyz);
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#endif
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#if defined(PCF) || defined(SPOT) || defined(PROJECTION) || defined(CUBE)
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vshadowcoord = l_projmatrix*vec4(w.xyz, 1.0);
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#endif
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}
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#endif
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#ifdef FRAGMENT_SHADER
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#include "sys/fog.h"
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uniform sampler2D s_t0;
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#if defined(BUMP) || defined(SPECULAR) || defined(OFFSETMAPPING)
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uniform sampler2D s_t1;
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#endif
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#ifdef SPECULAR
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uniform sampler2D s_t2;
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#endif
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#ifdef CUBE
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uniform samplerCube s_t3;
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#endif
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#ifdef PCF
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#ifdef CUBE
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uniform samplerCubeShadow s_t7;
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#else
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uniform sampler2DShadow s_t7;
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#endif
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#endif
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uniform float l_lightradius;
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uniform vec3 l_lightcolour;
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uniform vec3 l_lightcolourscale;
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#ifdef OFFSETMAPPING
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#include "sys/offsetmapping.h"
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#endif
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void main ()
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{
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#ifdef OFFSETMAPPING
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vec2 tcoffsetmap = offsetmap(s_t1, tcbase, eyevector);
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#define tcbase tcoffsetmap
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#endif
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vec3 bases = vec3(texture2D(s_t0, tcbase));
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#if defined(BUMP) || defined(SPECULAR)
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vec3 bumps = vec3(texture2D(s_t1, tcbase)) - 0.5;
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#endif
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#ifdef SPECULAR
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vec4 specs = texture2D(s_t2, tcbase);
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#endif
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vec3 nl = normalize(lightvector);
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float colorscale = max(1.0 - dot(lightvector, lightvector)/(l_lightradius*l_lightradius), 0.0);
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vec3 diff;
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#ifdef BUMP
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diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(2.0*bumps, nl), 0.0));
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#else
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diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0));
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#endif
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#ifdef SPECULAR
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vec3 halfdir = normalize(lightvector - normalize(eyevector));
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float spec = pow(max(dot(halfdir, bumps), 0.0), 1.0 + 32.0 * specs.a);
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diff += spec * specs.rgb * l_lightcolourscale.z;
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#endif
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#ifdef CUBE
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diff *= textureCube(s_t3, vshadowcoord.xyz).rgb;
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#endif
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#ifdef PCF
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#if defined(SPOT)
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const float texx = 512.0;
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const float texy = 512.0;
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vec4 shadowcoord = vshadowcoord;
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#else
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const float texx = 512.0;
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const float texy = 512.0;
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vec4 shadowcoord;
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shadowcoord.zw = vshadowcoord.zw;
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shadowcoord.xy = vshadowcoord.xy;
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#endif
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#ifdef CUBE
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const float xPixelOffset = 1.0/texx; const float yPixelOffset = 1.0/texy; float s = 0.0;
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s += shadowCubeProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
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s += shadowCubeProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
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s += shadowCubeProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
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s += shadowCubeProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
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s += shadowCubeProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
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s += shadowCubeProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
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s += shadowCubeProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
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s += shadowCubeProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
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s += shadowCubeProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
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colorscale *= s/9.0;
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#else
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const float xPixelOffset = 1.0/texx; const float yPixelOffset = 1.0/texy; float s = 0.0;
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s += shadow2DProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
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s += shadow2DProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
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s += shadow2DProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
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s += shadow2DProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
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s += shadow2DProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
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s += shadow2DProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
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s += shadow2DProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
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s += shadow2DProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
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s += shadow2DProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
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colorscale *= s/9.0;
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#endif
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#endif
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#if defined(SPOT)
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if (shadowcoord.w < 0.0) discard;
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vec2 spot = ((shadowcoord.st)/shadowcoord.w - 0.5)*2.0;colorscale*=1.0-(dot(spot,spot));
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#endif
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#if defined(PROJECTION)
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l_lightcolour *= texture2d(s_t3, shadowcoord);
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#endif
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gl_FragColor.rgb = fog3additive(diff*colorscale*l_lightcolour);
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}
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#endif
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