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https://github.com/id-Software/DOOM-3-BFG.git
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Added ambient pass to make game less dark
This commit is contained in:
parent
85532b9622
commit
bd8dedca16
4 changed files with 303 additions and 7 deletions
97
base/renderprogs/ambient_lighting.pixel
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97
base/renderprogs/ambient_lighting.pixel
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2013-2015 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "renderprogs/global.inc"
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uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map
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uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture
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uniform sampler2D samp2 : register(s2); // texture 3 is the light projection texture
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uniform sampler2D samp3 : register(s3); // texture 4 is the per-surface diffuse map
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uniform sampler2D samp4 : register(s4); // texture 5 is the per-surface specular map
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struct PS_IN {
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half4 position : VPOS;
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half4 texcoord0 : TEXCOORD0_centroid;
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half4 texcoord1 : TEXCOORD1_centroid;
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// half4 texcoord2 : TEXCOORD2_centroid;
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// half4 texcoord3 : TEXCOORD3_centroid;
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half4 texcoord4 : TEXCOORD4_centroid;
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half4 texcoord5 : TEXCOORD5_centroid;
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half4 texcoord6 : TEXCOORD6_centroid;
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half4 color : COLOR0;
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};
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struct PS_OUT {
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half4 color : COLOR;
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};
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void main( PS_IN fragment, out PS_OUT result ) {
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half4 bumpMap = tex2D( samp0, fragment.texcoord1.xy );
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// half4 lightFalloff = idtex2Dproj( samp1, fragment.texcoord2 );
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// half4 lightProj = idtex2Dproj( samp2, fragment.texcoord3 );
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half4 YCoCG = tex2D( samp3, fragment.texcoord4.xy );
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half4 specMap = tex2D( samp4, fragment.texcoord5.xy );
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half3 lightVector = normalize( fragment.texcoord0.xyz );
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half3 diffuseMap = ConvertYCoCgToRGB( YCoCG );
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half3 localNormal;
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#if defined(USE_NORMAL_FMT_RGB8)
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localNormal.xy = bumpMap.rg - 0.5;
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#else
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localNormal.xy = bumpMap.wy - 0.5;
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#endif
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localNormal.z = sqrt( abs( dot( localNormal.xy, localNormal.xy ) - 0.25 ) );
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localNormal = normalize( localNormal );
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const half specularPower = 10.0f;
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half hDotN = dot3( normalize( fragment.texcoord6.xyz ), localNormal );
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// RB: added abs
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half3 specularContribution = _half3( pow( abs( hDotN ), specularPower ) );
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half3 diffuseColor = diffuseMap * rpDiffuseModifier.xyz * 1.5f;
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half3 specularColor = specMap.xyz * specularContribution * rpSpecularModifier.xyz;
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// RB: http://developer.valvesoftware.com/wiki/Half_Lambert
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float halfLdotN = dot3( localNormal, lightVector ) * 0.5 + 0.5;
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halfLdotN *= halfLdotN;
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// traditional very dark Lambert light model used in Doom 3
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float ldotN = dot3( localNormal, lightVector );
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half3 lightColor = rpAmbientColor.rgb;
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half rim = 1.0f - saturate( hDotN );
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half rimPower = 8.0;
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half3 rimColor = half3( 0.125 ) * 1.2 * lightColor * pow( rim, rimPower );
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//result.color.rgb = localNormal.xyz * 0.5 + 0.5;
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result.color.xyz = ( diffuseColor + specularColor ) * halfLdotN * lightColor + rimColor;
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result.color.w = 1.0;
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}
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199
base/renderprogs/ambient_lighting.vertex
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199
base/renderprogs/ambient_lighting.vertex
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2013-2015 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "renderprogs/global.inc"
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#if defined( USE_GPU_SKINNING )
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uniform matrices_ubo { float4 matrices[408]; };
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#endif
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struct VS_IN {
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT {
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float4 position : POSITION;
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float4 texcoord0 : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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// float4 texcoord2 : TEXCOORD2;
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// float4 texcoord3 : TEXCOORD3;
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float4 texcoord4 : TEXCOORD4;
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float4 texcoord5 : TEXCOORD5;
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float4 texcoord6 : TEXCOORD6;
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float4 color : COLOR0;
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};
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void main( VS_IN vertex, out VS_OUT result ) {
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float4 vNormal = vertex.normal * 2.0 - 1.0;
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float4 vTangent = vertex.tangent * 2.0 - 1.0;
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float3 vBitangent = cross( vNormal.xyz, vTangent.xyz ) * vTangent.w;
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#if defined( USE_GPU_SKINNING )
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//--------------------------------------------------------------
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// GPU transformation of the normal / tangent / bitangent
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//
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// multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )
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//--------------------------------------------------------------
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const float w0 = vertex.color2.x;
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const float w1 = vertex.color2.y;
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const float w2 = vertex.color2.z;
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const float w3 = vertex.color2.w;
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float4 matX, matY, matZ; // must be float4 for vec4
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int joint = int(vertex.color.x * 255.1 * 3.0);
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matX = matrices[int(joint+0)] * w0;
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matY = matrices[int(joint+1)] * w0;
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matZ = matrices[int(joint+2)] * w0;
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joint = int(vertex.color.y * 255.1 * 3.0);
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matX += matrices[int(joint+0)] * w1;
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matY += matrices[int(joint+1)] * w1;
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matZ += matrices[int(joint+2)] * w1;
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joint = int(vertex.color.z * 255.1 * 3.0);
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matX += matrices[int(joint+0)] * w2;
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matY += matrices[int(joint+1)] * w2;
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matZ += matrices[int(joint+2)] * w2;
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joint = int(vertex.color.w * 255.1 * 3.0);
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matX += matrices[int(joint+0)] * w3;
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matY += matrices[int(joint+1)] * w3;
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matZ += matrices[int(joint+2)] * w3;
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float3 normal;
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normal.x = dot3( matX, vNormal );
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normal.y = dot3( matY, vNormal );
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normal.z = dot3( matZ, vNormal );
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normal = normalize( normal );
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float3 tangent;
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tangent.x = dot3( matX, vTangent );
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tangent.y = dot3( matY, vTangent );
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tangent.z = dot3( matZ, vTangent );
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tangent = normalize( tangent );
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float3 bitangent;
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bitangent.x = dot3( matX, vBitangent );
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bitangent.y = dot3( matY, vBitangent );
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bitangent.z = dot3( matZ, vBitangent );
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bitangent = normalize( bitangent );
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float4 modelPosition;
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modelPosition.x = dot4( matX, vertex.position );
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modelPosition.y = dot4( matY, vertex.position );
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modelPosition.z = dot4( matZ, vertex.position );
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modelPosition.w = 1.0;
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#else
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float4 modelPosition = vertex.position;
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float3 normal = vNormal.xyz;
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float3 tangent = vTangent.xyz;
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float3 bitangent = vBitangent.xyz;
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#endif
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result.position.x = dot4( modelPosition, rpMVPmatrixX );
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result.position.y = dot4( modelPosition, rpMVPmatrixY );
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result.position.z = dot4( modelPosition, rpMVPmatrixZ );
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result.position.w = dot4( modelPosition, rpMVPmatrixW );
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float4 defaultTexCoord = float4( 0.0f, 0.5f, 0.0f, 1.0f );
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//calculate vector to light
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//float4 toLight = rpLocalLightOrigin;
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float4 toLight = normalize( float4( 0.0f, 0.5f, 1.0f, 1.0f ) );
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//--------------------------------------------------------------
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//result.texcoord0 is the direction to the light in tangent space
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result.texcoord0.x = dot3( tangent, toLight );
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result.texcoord0.y = dot3( bitangent, toLight );
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result.texcoord0.z = dot3( normal, toLight );
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result.texcoord0.w = 1.0f;
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//textures 1 takes the base coordinates by the texture matrix
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result.texcoord1 = defaultTexCoord;
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result.texcoord1.x = dot4( vertex.texcoord.xy, rpBumpMatrixS );
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result.texcoord1.y = dot4( vertex.texcoord.xy, rpBumpMatrixT );
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//# texture 2 has one texgen
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//result.texcoord2 = defaultTexCoord;
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//result.texcoord2.x = dot4( vertex.position, rpLightFalloffS );
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//# texture 3 has three texgens
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//result.texcoord3.x = dot4( vertex.position, rpLightProjectionS );
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//result.texcoord3.y = dot4( vertex.position, rpLightProjectionT );
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//result.texcoord3.z = 0.0f;
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//result.texcoord3.w = dot4( vertex.position, rpLightProjectionQ );
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//# textures 4 takes the base coordinates by the texture matrix
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result.texcoord4 = defaultTexCoord;
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result.texcoord4.x = dot4( vertex.texcoord.xy, rpDiffuseMatrixS );
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result.texcoord4.y = dot4( vertex.texcoord.xy, rpDiffuseMatrixT );
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//# textures 5 takes the base coordinates by the texture matrix
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result.texcoord5 = defaultTexCoord;
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result.texcoord5.x = dot4( vertex.texcoord.xy, rpSpecularMatrixS );
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result.texcoord5.y = dot4( vertex.texcoord.xy, rpSpecularMatrixT );
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//# texture 6's texcoords will be the halfangle in texture space
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//# calculate normalized vector to light in R0
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toLight = normalize( toLight );
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//# calculate normalized vector to viewer in R1
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float4 toView = normalize( rpLocalViewOrigin - modelPosition );
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//# add together to become the half angle vector in object space (non-normalized)
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float4 halfAngleVector = toLight + toView;
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//# put into texture space
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result.texcoord6.x = dot3( tangent, halfAngleVector );
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result.texcoord6.y = dot3( bitangent, halfAngleVector );
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result.texcoord6.z = dot3( normal, halfAngleVector );
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result.texcoord6.w = 1.0f;
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#if defined( USE_GPU_SKINNING )
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// for joint transformation of the tangent space, we use color and
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// color2 for weighting information, so hopefully there aren't any
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// effects that need vertex color...
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result.color = float4( 1.0f, 1.0f, 1.0f, 1.0f );
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#else
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//# generate the vertex color, which can be 1.0, color, or 1.0 - color
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//# for 1.0 : env[16] = 0, env[17] = 1
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//# for color : env[16] = 1, env[17] = 0
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//# for 1.0-color : env[16] = -1, env[17] = 1
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result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;
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#endif
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}
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@ -5836,7 +5836,7 @@ void idRenderBackend::PostProcess( const void* data )
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/*
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* The shader has three passes, chained together as follows:
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*
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* |input|------------------·
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* |input|------------------<EFBFBD>
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* v |
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* [ SMAA*EdgeDetection ] |
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* v |
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@ -5846,7 +5846,7 @@ void idRenderBackend::PostProcess( const void* data )
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* v |
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* |blendTex| |
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* v |
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* [ SMAANeighborhoodBlending ] <------·
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* [ SMAANeighborhoodBlending ] <------<EFBFBD>
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* v
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* |output|
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*/
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@ -396,7 +396,7 @@ static const cgShaderDef_t cg_renderprogs[] =
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" *\n"
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" * The shader has three passes, chained together as follows:\n"
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" *\n"
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" * |input|------------------·\n"
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" * |input|------------------<EFBFBD>\n"
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" * v |\n"
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" * [ SMAA*EdgeDetection ] |\n"
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" * v |\n"
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@ -406,7 +406,7 @@ static const cgShaderDef_t cg_renderprogs[] =
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" * v |\n"
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" * |blendTex| |\n"
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" * v |\n"
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" * [ SMAANeighborhoodBlending ] <------·\n"
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" * [ SMAANeighborhoodBlending ] <------<EFBFBD>\n"
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" * v\n"
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" * |output|\n"
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" *\n"
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@ -1794,7 +1794,7 @@ static const cgShaderDef_t cg_renderprogs[] =
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"}\n"
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"\n"
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"// Fresnel term F( v, h )\n"
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"// Fnone( v, h ) = F(0°) = specularColor\n"
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"// Fnone( v, h ) = F(0<EFBFBD>) = specularColor\n"
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"half3 Fresnel_Schlick( half3 specularColor, half vdotH )\n"
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"{\n"
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" return specularColor + ( 1.0 - specularColor ) * pow( 1.0 - vdotH, 5.0 );\n"
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@ -8279,7 +8279,7 @@ static const cgShaderDef_t cg_renderprogs[] =
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" const half roughness = specMapSRGB.r;\n"
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" const half glossiness = 1.0 - roughness;\n"
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"\n"
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" // the vast majority of real-world materials (anything not metal or gems) have F(0°)\n"
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" // the vast majority of real-world materials (anything not metal or gems) have F(0<EFBFBD>)\n"
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" // values in a very narrow range (~0.02 - 0.08)\n"
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" \n"
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" // approximate non-metals with linear RGB 0.04 which is 0.08 * 0.5 (default in UE4)\n"
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@ -9364,7 +9364,7 @@ static const cgShaderDef_t cg_renderprogs[] =
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" const half roughness = specMapSRGB.r;\n"
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" const half glossiness = 1.0 - roughness;\n"
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"\n"
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" // the vast majority of real-world materials (anything not metal or gems) have F(0°)\n"
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" // the vast majority of real-world materials (anything not metal or gems) have F(0<EFBFBD>)\n"
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" // values in a very narrow range (~0.02 - 0.08)\n"
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" \n"
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" // approximate non-metals with linear RGB 0.04 which is 0.08 * 0.5 (default in UE4)\n"
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