fteqw/engine/shaders/glsl/terrain.glsl
Spoike fa0c73d33b Fixed crash from too many csqc entities (reported by shpuld)
Added .psd, .pbm/.pgm/.ppm, .pfm, and .hdr image formats. Extensions NOT added to r_imageextensions.
png (and the above formats) can now be loaded as RGBA16, instead of being truncated to RGBA8 (8bit pngs not affected).
r_imagelist will now show images from memory, instead of potentially loading new/different ones from disk.
Fix serverbrowser bug being too eager to join the server (eg from alt+tab).
Don't send ipv6 packets to qw/q2 masters. They won't be able to report ipv6 addresses anyway, and this reduces warnings when a host STILL has no ipv6 (my ISP sucks). this does not affect q3/dpmasters, for people without ipv4 addresses.
Tried to improve compat with Bloodshot's particle effects.
Fixed a couple of issues with R_AddTrisoup.
Fixed string tokenizing bug where it was using the wrong buffer size values.
Don't show link-local/localhost addresses in eg the status command (unless developer).
qtv-rel is now an easier target, for new qtv releases.
qtv warning fixes.
added a nailtrail effect to 'high' particles.
fixed terrain shaders.
fixed fogged water issue (on one of bal's maps).
first attempt at gltf2 format support



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5400 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-02-16 19:09:07 +00:00

149 lines
3.7 KiB
GLSL

!!permu FOG
//t0-t3 are the diffusemaps, t4 is the blend factors
!!samps 4
!!samps mix=4
!!samps =PCF shadowmap
!!samps =CUBE projectionmap
//light levels
#include "sys/fog.h"
varying vec2 tc;
varying vec2 lm;
varying vec4 vc;
#ifdef RTLIGHT
varying vec3 lightvector;
// #if defined(SPECULAR) || defined(OFFSETMAPPING)
// varying vec3 eyevector;
// #endif
#if defined(PCF) || defined(CUBE) || defined(SPOT)
varying vec4 vtexprojcoord;
#endif
#endif
#ifdef VERTEX_SHADER
#ifdef RTLIGHT
uniform vec3 l_lightposition;
// #if defined(SPECULAR) || defined(OFFSETMAPPING)
// uniform vec3 e_eyepos;
// #endif
#if defined(PCF) || defined(CUBE) || defined(SPOT)
uniform mat4 l_cubematrix;
#endif
attribute vec3 v_normal;
attribute vec3 v_svector;
attribute vec3 v_tvector;
#endif
attribute vec2 v_texcoord;
attribute vec2 v_lmcoord;
attribute vec4 v_colour;
void main (void)
{
tc = v_texcoord.st;
lm = v_lmcoord.st;
vc = v_colour;
gl_Position = ftetransform();
#ifdef RTLIGHT
//light position is in model space, which is handy.
vec3 lightminusvertex = l_lightposition - v_position.xyz;
//no bumpmapping, so we can just use distance without regard for actual surface direction. we still do scalecos stuff. you might notice it on steep slopes.
lightvector = lightminusvertex;
// lightvector.x = dot(lightminusvertex, v_svector.xyz);
// lightvector.y = dot(lightminusvertex, v_tvector.xyz);
// lightvector.z = dot(lightminusvertex, v_normal.xyz);
// #if defined(SPECULAR)||defined(OFFSETMAPPING)
// vec3 eyeminusvertex = e_eyepos - v_position.xyz;
// eyevector.x = dot(eyeminusvertex, v_svector.xyz);
// eyevector.y = dot(eyeminusvertex, v_tvector.xyz);
// eyevector.z = dot(eyeminusvertex, v_normal.xyz);
// #endif
#if defined(PCF) || defined(SPOT) || defined(CUBE)
//for texture projections/shadowmapping on dlights
vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));
#endif
#endif
}
#endif
#ifdef FRAGMENT_SHADER
#ifdef PCF
#include "sys/pcf.h"
#endif
//light levels
uniform vec4 e_lmscale;
#ifdef RTLIGHT
uniform float l_lightradius;
uniform vec3 l_lightcolour;
uniform vec3 l_lightcolourscale;
#endif
void main (void)
{
vec4 r;
vec4 m = texture2D(s_mix, lm);
r = texture2D(s_t0, tc)*m.r;
r += texture2D(s_t1, tc)*m.g;
r += texture2D(s_t2, tc)*m.b;
r += texture2D(s_t3, tc)*(1.0 - (m.r + m.g + m.b));
//vertex colours provide a scaler that applies even through rtlights.
r *= vc;
#ifdef RTLIGHT
vec3 nl = normalize(lightvector);
float colorscale = max(1.0 - (dot(lightvector, lightvector)/(l_lightradius*l_lightradius)), 0.0);
vec3 diff;
// #ifdef BUMP
// colorscale *= (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(bumps, nl), 0.0));
// #else
colorscale *= (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0));
// #endif
// #ifdef SPECULAR
// 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;
// #endif
#if defined(SPOT)
if (vtexprojcoord.w < 0.0) discard;
vec2 spot = ((vtexprojcoord.st)/vtexprojcoord.w);
colorscale *= 1.0-(dot(spot,spot));
#endif
#ifdef PCF
colorscale *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
r.rgb *= colorscale * l_lightcolour;
#ifdef CUBE
r.rgb *= textureCube(s_projectionmap, vtexprojcoord.xyz).rgb;
#endif
gl_FragColor = fog4additive(r);
#else
//lightmap is greyscale in m.a. probably we should just scale the texture mix, but precision errors when editing make me paranoid.
r *= e_lmscale*vec4(m.aaa,1.0);
gl_FragColor = fog4(r);
#endif
}
#endif