fteqw/engine/shaders/glsl/rtlight.glsl
Spoike 33a540806e Small tweeks, bugfixes, breakages, cleanups...
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
2012-05-09 15:30:53 +00:00

154 lines
6.2 KiB
GLSL

!!permu BUMP
!!permu SPECULAR
!!permu OFFSETMAPPING
!!permu SKELETAL
!!permu FOG
!!cvarf r_glsl_offsetmapping_scale
//this is the main shader responsible for realtime dlights.
//texture units:
//s0=diffuse, s1=normal, s2=specular, s3=shadowmap
//custom modifiers:
//PCF(shadowmap)
//CUBE(projected cubemap)
varying vec2 tcbase;
varying vec3 lightvector;
#if defined(SPECULAR) || defined(OFFSETMAPPING)
varying vec3 eyevector;
#endif
#if defined(PCF) || defined(CUBE)
varying vec4 vshadowcoord;
uniform mat4 l_projmatrix;
#endif
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
uniform vec3 l_lightposition;
attribute vec2 v_texcoord;
#if defined(SPECULAR) || defined(OFFSETMAPPING)
uniform vec3 e_eyepos;
#endif
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;
lightvector.x = dot(lightminusvertex, s.xyz);
lightvector.y = dot(lightminusvertex, t.xyz);
lightvector.z = dot(lightminusvertex, n.xyz);
#if defined(SPECULAR)||defined(OFFSETMAPPING)
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
#if defined(PCF) || defined(SPOT) || defined(PROJECTION) || defined(CUBE)
vshadowcoord = l_projmatrix*vec4(w.xyz, 1.0);
#endif
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
uniform sampler2D s_t0;
#if defined(BUMP) || defined(SPECULAR) || defined(OFFSETMAPPING)
uniform sampler2D s_t1;
#endif
#ifdef SPECULAR
uniform sampler2D s_t2;
#endif
#ifdef CUBE
uniform samplerCube s_t3;
#endif
#ifdef PCF
#ifdef CUBE
uniform samplerCubeShadow s_t7;
#else
uniform sampler2DShadow s_t7;
#endif
#endif
uniform float l_lightradius;
uniform vec3 l_lightcolour;
uniform vec3 l_lightcolourscale;
#ifdef OFFSETMAPPING
#include "sys/offsetmapping.h"
#endif
void main ()
{
#ifdef OFFSETMAPPING
vec2 tcoffsetmap = offsetmap(s_t1, tcbase, eyevector);
#define tcbase tcoffsetmap
#endif
vec3 bases = vec3(texture2D(s_t0, tcbase));
#if defined(BUMP) || defined(SPECULAR)
vec3 bumps = vec3(texture2D(s_t1, tcbase)) - 0.5;
#endif
#ifdef SPECULAR
vec4 specs = texture2D(s_t2, tcbase);
#endif
vec3 nl = normalize(lightvector);
float colorscale = max(1.0 - dot(lightvector, lightvector)/(l_lightradius*l_lightradius), 0.0);
vec3 diff;
#ifdef BUMP
diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(2.0*bumps, nl), 0.0));
#else
diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0));
#endif
#ifdef SPECULAR
vec3 halfdir = normalize(lightvector - normalize(eyevector));
float spec = pow(max(dot(halfdir, bumps), 0.0), 1.0 + 32.0 * specs.a);
diff += spec * specs.rgb * l_lightcolourscale.z;
#endif
#ifdef CUBE
diff *= textureCube(s_t3, vshadowcoord.xyz).rgb;
#endif
#ifdef PCF
#if defined(SPOT)
const float texx = 512.0;
const float texy = 512.0;
vec4 shadowcoord = vshadowcoord;
#else
const float texx = 512.0;
const float texy = 512.0;
vec4 shadowcoord;
shadowcoord.zw = vshadowcoord.zw;
shadowcoord.xy = vshadowcoord.xy;
#endif
#ifdef CUBE
const float xPixelOffset = 1.0/texx; const float yPixelOffset = 1.0/texy; float s = 0.0;
s += shadowCubeProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
s += shadowCubeProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
s += shadowCubeProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
s += shadowCubeProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
s += shadowCubeProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
s += shadowCubeProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
s += shadowCubeProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
s += shadowCubeProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
s += shadowCubeProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
colorscale *= s/9.0;
#else
const float xPixelOffset = 1.0/texx; const float yPixelOffset = 1.0/texy; float s = 0.0;
s += shadow2DProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
s += shadow2DProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
s += shadow2DProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
s += shadow2DProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
s += shadow2DProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
s += shadow2DProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
s += shadow2DProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
s += shadow2DProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
s += shadow2DProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;
colorscale *= s/9.0;
#endif
#endif
#if defined(SPOT)
if (shadowcoord.w < 0.0) discard;
vec2 spot = ((shadowcoord.st)/shadowcoord.w - 0.5)*2.0;colorscale*=1.0-(dot(spot,spot));
#endif
#if defined(PROJECTION)
l_lightcolour *= texture2d(s_t3, shadowcoord);
#endif
gl_FragColor.rgb = fog3additive(diff*colorscale*l_lightcolour);
}
#endif