a339c727d0
r4175 | acceptthis | 2013-01-26 18:23:37 +0000 (Sat, 26 Jan 2013) | 8 lines improved replacementdeltas+nq a little, still needs work. embrace the menuqc! pr_dumpplatform now includes MENU defs+builtins. swapped search ordering of paks+dirs, so progs.dat will be used instead of pak0.pak/progs.dat. fteqcc slightly more sensible with if statements and void+vector types. fteqcc shows the first line where models are precached/used instead of showing no line at all. fix missing explosions when running qw gamecode. accept channels between 8 and 255. support for sending fitzquake's increased stat limits. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4173 fc73d0e0-1445-4013-8a0c-d673dee63da5
277 lines
7.5 KiB
GLSL
277 lines
7.5 KiB
GLSL
!!permu BUMP
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!!permu SKELETAL
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!!permu UPPERLOWER
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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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//CUBEPROJ(projected cubemap)
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//SPOT(projected circle
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//CUBESHADOW
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#if 0 && defined(GL_ARB_texture_gather) && defined(PCF)
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#extension GL_ARB_texture_gather : enable
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#endif
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#ifdef UPPERLOWER
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#define UPPER
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#define LOWER
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#endif
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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(CUBEPROJ) || defined(SPOT)
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varying vec4 vtexprojcoord;
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uniform mat4 l_cubematrix;
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#ifndef SPOT
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uniform mat4 l_projmatrix;
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#endif
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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)
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//for texture projections/shadowmapping on dlights
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vtexprojcoord = (l_cubematrix*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; //diffuse
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#if defined(BUMP) || defined(SPECULAR) || defined(OFFSETMAPPING)
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uniform sampler2D s_t1; //normalmap
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#endif
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#ifdef SPECULAR
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uniform sampler2D s_t2; //specular
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#endif
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#ifdef CUBEPROJ
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uniform samplerCube s_t3; //projected cubemap
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#endif
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#ifdef PCF
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#ifdef CUBESHADOW
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uniform samplerCubeShadow s_t4; //shadowmap
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#else
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#if 0//def GL_ARB_texture_gather
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uniform sampler2D s_t4;
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#else
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uniform sampler2DShadow s_t4;
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#endif
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#endif
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#endif
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#ifdef LOWER
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uniform sampler2D s_t5; //pants colours
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uniform vec3 e_lowercolour;
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#endif
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#ifdef UPPER
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uniform sampler2D s_t6; //shirt colours
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uniform vec3 e_uppercolour;
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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 PCF
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//#define shadow2DProj(t,c) (vec2(1.0,1.0))
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//#define shadow2DProj(t,c) texture2DProj(t,c).rg
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float ShadowmapFilter(void)
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{
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#ifdef SPOT
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const vec3 texscale = vec3(1.0/512.0, 1.0/512.0, 1.0);
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#else
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const vec3 texscale = vec3(1.0/(512.0*3.0), 1.0/(512.0*2.0), 1.0);
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#endif
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//dehomogonize input
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vec3 shadowcoord = (vtexprojcoord.xyz / vtexprojcoord.w);
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#ifdef CUBESHADOW
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// vec3 shadowcoord = vshadowcoord.xyz / vshadowcoord.w;
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// #define dosamp(x,y) shadowCube(s_t4, shadowcoord + vec2(x,y)*texscale.xy).r
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#else
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#ifdef SPOT
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//bias it. don't bother figuring out which side or anything, its not needed
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//l_projmatrix contains the light's projection matrix so no other magic needed
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shadowcoord.xyz = (shadowcoord.xyz + vec3(1.0, 1.0, 1.0)) * vec3(0.5, 0.5, 0.5);
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#else
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//figure out which axis to use
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//texture is arranged thusly:
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//forward left up
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//back right down
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vec3 dir = abs(shadowcoord);
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//assume z is the major axis (ie: forward from the light)
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vec3 t = shadowcoord;
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float ma = dir.z;
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vec3 axis = vec3(1.0, 1.0, 1.0);
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if (dir.x > ma)
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{
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ma = dir.x;
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t = shadowcoord.zyx;
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axis.x = 3.0;
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}
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if (dir.y > ma)
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{
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ma = dir.y;
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t = shadowcoord.xzy;
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axis.x = 5.0;
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}
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if (t.z > 0.0)
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{
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axis.y = 3.0;
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t.z = -t.z;
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}
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//we also need to pass the result through the light's projection matrix too
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vec4 nsc =l_projmatrix*vec4(t, 1.0);
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shadowcoord = (nsc.xyz / nsc.w);
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//now bias and relocate it
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shadowcoord = (shadowcoord + axis.xyz) * vec3(0.5/3.0, 0.5/2.0, 0.5);
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#endif
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#if 0//def GL_ARB_texture_gather
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vec2 ipart, fpart;
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#define dosamp(x,y) textureGatherOffset(s_t4, ipart.xy, vec2(x,y)))
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vec4 tl = step(shadowcoord.z, dosamp(-1.0, -1.0));
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vec4 bl = step(shadowcoord.z, dosamp(-1.0, 1.0));
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vec4 tr = step(shadowcoord.z, dosamp(1.0, -1.0));
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vec4 br = step(shadowcoord.z, dosamp(1.0, 1.0));
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//we now have 4*4 results, woo
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//we can just average them for 1/16th precision, but that's still limited graduations
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//the middle four pixels are 'full strength', but we interpolate the sides to effectively give 3*3
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vec4 col = vec4(tl.ba, tr.ba) + vec4(bl.rg, br.rg) + //middle two rows are full strength
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mix(vec4(tl.rg, tr.rg), vec4(bl.ba, br.ba), fpart.y); //top+bottom rows
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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.
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#else
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#define dosamp(x,y) shadow2D(s_t4, shadowcoord.xyz + (vec3(x,y,0.0)*texscale.xyz)).r
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float s = 0.0;
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s += dosamp(-1.0, -1.0);
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s += dosamp(-1.0, 0.0);
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s += dosamp(-1.0, 1.0);
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s += dosamp(0.0, -1.0);
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s += dosamp(0.0, 0.0);
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s += dosamp(0.0, 1.0);
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s += dosamp(1.0, -1.0);
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s += dosamp(1.0, 0.0);
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s += dosamp(1.0, 1.0);
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return s/9.0;
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#endif
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#endif
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}
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#endif
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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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//read raw texture samples (offsetmapping munges the tex coords first)
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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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#ifdef UPPER
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vec4 uc = texture2D(s_t6, tcbase);
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bases.rgb += uc.rgb*e_uppercolour*uc.a;
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#endif
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#ifdef LOWER
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vec4 lc = texture2D(s_t5, tcbase);
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bases.rgb += lc.rgb*e_lowercolour*lc.a;
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#endif
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#if defined(BUMP) || defined(SPECULAR)
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vec3 bumps = normalize(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(bumps, nl), 0.0));
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#else
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//we still do bumpmapping even without bumps to ensure colours are always sane. light.exe does it too.
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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(normalize(eyevector) + nl);
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float spec = pow(max(dot(halfdir, bumps), 0.0), 32.0 * specs.a);
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diff += l_lightcolourscale.z * spec * specs.rgb;
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#endif
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#ifdef CUBEPROJ
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/*filter the colour by the cubemap projection*/
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diff *= textureCube(s_t3, vtexprojcoord.xyz).rgb;
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#endif
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#if defined(SPOT)
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/*filter the colour by the spotlight. discard anything behind the light so we don't get a mirror image*/
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if (vtexprojcoord.w < 0.0) discard;
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vec2 spot = ((vtexprojcoord.st)/vtexprojcoord.w);colorscale*=1.0-(dot(spot,spot));
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#endif
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#ifdef PCF
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/*filter the light by the shadowmap. logically a boolean, but we allow fractions for softer shadows*/
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//diff.rgb = (vtexprojcoord.xyz/vtexprojcoord.w) * 0.5 + 0.5;
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colorscale *= ShadowmapFilter();
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// gl_FragColor.rgb = vec3(ShadowmapFilter());
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#endif
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#if defined(PROJECTION)
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/*2d projection, not used*/
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// diff *= 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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