diff --git a/code/rend2/tr_glsl.c b/code/rend2/tr_glsl.c index f9d4c3ed..779d1c49 100644 --- a/code/rend2/tr_glsl.c +++ b/code/rend2/tr_glsl.c @@ -26,92 +26,97 @@ void GLSL_BindNullProgram(void); // FIXME: Do something that isn't this messy static const char *fallbackGenericShader_vp = -"attribute vec4 attr_Position;\r\nattribute vec4 attr_TexCoord0;\r\nattribut" -"e vec4 attr_TexCoord1;\r\nattribute vec3 attr_Normal;\r\nattribute vec4 att" -"r_Color;\r\n\r\n#if defined(USE_VERTEX_ANIMATION)\r\nattribute vec4 attr_Po" -"sition2;\r\nattribute vec3 attr_Normal2;\r\n#endif\r\n\r\nuniform mat4 u_" -"DiffuseTexMatrix;\r\nuniform vec3 u_ViewOrigin;\r\n\r\n#if defined(USE_TC" -"GEN)\r\nuniform int u_TCGen0;\r\nuniform vec3 u_TCGen0Vector0;\r\nunif" -"orm vec3 u_TCGen0Vector1;\r\n#endif\r\n\r\n#if defined(USE_FOG)\r\nunifor" -"m vec4 u_FogDistance;\r\nuniform vec4 u_FogDepth;\r\nuniform float u_F" -"ogEyeT;\r\nuniform vec4 u_FogColorMask;\r\n#endif\r\n\r\n#if defined(USE_" -"DEFORM_VERTEXES)\r\nuniform int u_DeformGen;\r\nuniform float u_DeformP" -"arams[5];\r\n#endif\r\n\r\nuniform float u_Time;\r\n\r\nuniform mat4 u_M" -"odelViewProjectionMatrix;\r\nuniform vec4 u_BaseColor;\r\nuniform vec4 " -"u_VertColor;\r\n\r\n#if defined(USE_RGBAGEN)\r\nuniform int u_ColorGen;" -"\r\nuniform int u_AlphaGen;\r\nuniform vec3 u_AmbientLight;\r\nuniform" -" vec3 u_DirectedLight;\r\nuniform vec4 u_LightOrigin;\r\nuniform float " -" u_PortalRange;\r\n#endif\r\n\r\n#if defined(USE_VERTEX_ANIMATION)\r\nunifo" -"rm float u_VertexLerp;\r\n#endif\r\n\r\nvarying vec2 var_DiffuseTex;\r\n" -"#if defined(USE_LIGHTMAP)\r\nvarying vec2 var_LightTex;\r\n#endif\r\nvary" -"ing vec4 var_Color;\r\n\r\nvec2 DoTexMatrix(vec2 st, vec3 position, mat4 " -"texMatrix)\r\n{\r\n\tfloat amplitude = texMatrix[3][0];\r\n\tfloat phase = " -"texMatrix[3][1];\r\n\tvec2 st2 = (texMatrix * vec4(st, 1.0, 0.0)).st;\r\n\r" -"\n\tvec3 offsetPos = position.xyz / 1024.0;\r\n\toffsetPos.x += offsetPos.z" -";\r\n\r\n\tvec2 texOffset = sin((offsetPos.xy + vec2(phase)) * 2.0 * M_PI);" -"\r\n\t\r\n\treturn st2 + texOffset * amplitude;\r\n}\r\n\r\n#if defined(USE" -"_DEFORM_VERTEXES)\r\nfloat triangle(float x)\r\n{\r\n\treturn max(1.0 - abs" -"(x), 0);\r\n}\r\n\r\nfloat sawtooth(float x)\r\n{\r\n\treturn x - floor(x);" -"\r\n}\r\n\r\nvec4 DeformPosition(const vec4 pos, const vec3 normal, const v" -"ec2 st)\r\n{\r\n\tfloat base = u_DeformParams[0];\r\n\tfloat amplitude" -" = u_DeformParams[1];\r\n\tfloat phase = u_DeformParams[2];\r\n\tfloat " -"frequency = u_DeformParams[3];\r\n\tfloat spread = u_DeformParams[4];\r" -"\n\t\r\n\tif (u_DeformGen == DGEN_BULGE)\r\n\t{\r\n\t\tphase *= M_PI * 0.25" -" * st.x;\r\n\t}\r\n\telse // if (u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH)" -"\r\n\t{\r\n\t\tphase += (pos.x + pos.y + pos.z) * spread;\r\n\t}\r\n\r\n\tf" -"loat value = phase + (u_Time * frequency);\r\n\tfloat func;\r\n\r\n\tif (u_" -"DeformGen == DGEN_WAVE_SIN)\r\n\t{\r\n\t\tfunc = sin(value * 2.0 * M_PI);\r" -"\n\t}\r\n\telse if (u_DeformGen == DGEN_WAVE_SQUARE)\r\n\t{\r\n\t\tfunc = s" -"ign(sin(value * 2.0 * M_PI));\r\n\t}\r\n\telse if (u_DeformGen == DGEN_WAVE" -"_TRIANGLE)\r\n\t{\r\n\t\tfunc = triangle(value);\r\n\t}\r\n\telse if (u_Def" -"ormGen == DGEN_WAVE_SAWTOOTH)\r\n\t{\r\n\t\tfunc = sawtooth(value);\r\n\t}" -"\r\n\telse if (u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH)\r\n\t{\r\n\t\tfun" -"c = (1.0 - sawtooth(value));\r\n\t}\r\n\telse if (u_DeformGen == DGEN_BULGE" -")\r\n\t{\r\n\t\tfunc = sin(value);\r\n\t}\r\n\t\r\n\tvec4 deformed = pos;\r" -"\n\tdeformed.xyz += normal * (base + func * amplitude);\r\n\r\n\treturn def" -"ormed;\r\n}\r\n#endif\r\n\r\n#if defined(USE_TCGEN)\r\nvec2 GenTexCoords(in" -"t TCGen, vec4 position, vec3 normal, vec3 TCGenVector0, vec3 TCGenVector1)" -"\r\n{\r\n\tvec2 tex = attr_TexCoord0.st;\r\n\r\n\tif (TCGen == TCGEN_LIGHTM" -"AP)\r\n\t{\r\n\t\ttex = attr_TexCoord1.st;\r\n\t}\r\n\telse if (TCGen == TC" -"GEN_ENVIRONMENT_MAPPED)\r\n\t{\r\n\t\tvec3 viewer = normalize(u_ViewOrigin " -"- position.xyz);\r\n\t\tvec3 reflected = normal * 2.0 * dot(normal, viewer)" -" - viewer;\r\n\r\n\t\ttex = reflected.yz * vec2(0.5, -0.5) + 0.5;\r\n\t}\r" -"\n\telse if (TCGen == TCGEN_VECTOR)\r\n\t{\r\n\t\ttex = vec2(dot(position.x" -"yz, TCGenVector0), dot(position.xyz, TCGenVector1));\r\n\t}\r\n\t\r\n\tretu" -"rn tex;\r\n}\r\n#endif\r\n\r\nvoid main()\r\n{\r\n#if defined(USE_VERTEX_AN" -"IMATION)\r\n\tvec4 position = mix(attr_Position, attr_Position2, u_VertexLe" -"rp);\r\n\tvec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLe" -"rp));\r\n#else\r\n\tvec4 position = attr_Position;\r\n\tvec3 normal = attr_" -"Normal;\r\n#endif\r\n\r\n#if defined(USE_DEFORM_VERTEXES)\r\n\tposition = D" -"eformPosition(position, normal, attr_TexCoord0.st);\r\n#endif\r\n\r\n\tgl_P" -"osition = u_ModelViewProjectionMatrix * position;\r\n\r\n#if defined(USE_TC" -"GEN)\r\n\tvec2 tex = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vecto" -"r0, u_TCGen0Vector1);\r\n#else\r\n\tvec2 tex = attr_TexCoord0.st;\r\n#endif" -"\r\n\tvar_DiffuseTex = DoTexMatrix(tex, position.xyz, u_DiffuseTexMatrix);" -"\r\n\r\n#if defined(USE_LIGHTMAP)\r\n\tvar_LightTex = attr_TexCoord1.st;\r" -"\n#endif\r\n\r\n\tvar_Color = u_VertColor * attr_Color + u_BaseColor;\r\n\r" -"\n#if defined(USE_RGBAGEN)\r\n\tif (u_ColorGen == CGEN_LIGHTING_DIFFUSE)\r" -"\n\t{\r\n\t\tfloat incoming = max(dot(normal, u_LightOrigin.xyz), 0.0);\r\n" -"\r\n\t\tvar_Color.rgb = min(u_DirectedLight * incoming + u_AmbientLight, 1." -"0);\r\n\t}\r\n\t\r\n\tvec3 toView = u_ViewOrigin - position.xyz;\r\n\r\n\ti" -"f (u_AlphaGen == AGEN_LIGHTING_SPECULAR)\r\n\t{\r\n\t\tvec3 lightDir = norm" -"alize(vec3(-960.0, -1980.0, 96.0) - position.xyz);\r\n\t\tvec3 viewer = nor" -"malize(toView);\r\n\t\tvec3 halfangle = normalize(lightDir + viewer);\r\n\t" -"\t\r\n\t\tvar_Color.a = pow(max(dot(normal, halfangle), 0.0), 8.0);\r\n\t}" -"\r\n\telse if (u_AlphaGen == AGEN_PORTAL)\r\n\t{\r\n\t\tfloat alpha = lengt" -"h(toView) / u_PortalRange;\r\n\r\n\t\tvar_Color.a = min(alpha, 1.0);\r\n\t}" -"\r\n\telse if (u_AlphaGen == AGEN_FRESNEL)\r\n\t{\r\n\t\tvec3 viewer = norm" -"alize(toView);\r\n\t\t\r\n\t\tvar_Color.a = 0.10 + 0.90 * pow(1.0 - dot(nor" -"mal, viewer), 5);\r\n\t}\r\n#endif\r\n\r\n#if defined (USE_FOG)\r\n\tfloat " -"s = dot(position, u_FogDistance);\r\n\tfloat t = dot(position, u_FogDepth);" -"\r\n\t\r\n\tif (t >= 1.0)\r\n\t{\r\n\t\ts *= t / (t - min(u_FogEyeT, 0.0));" -"\r\n\t}\r\n\telse\r\n\t{\r\n\t\ts *= max(t + sign(u_FogEyeT), 0.0);\r\n\t}" -"\r\n\t\r\n\ts = 1.0 - sqrt(clamp(s * 8.0, 0.0, 1.0));\r\n\t\r\n\tvar_Color " -"*= u_FogColorMask * s + (vec4(1.0) - u_FogColorMask);\r\n#endif\r\n}\r\n"; +"attribute vec4 attr_Position;\r\nattribute vec3 attr_Normal;\r\n\r\n#if def" +"ined(USE_VERTEX_ANIMATION)\r\nattribute vec4 attr_Position2;\r\nattribute v" +"ec3 attr_Normal2;\r\n#endif\r\n\r\nattribute vec4 attr_Color;\r\nattribute " +"vec4 attr_TexCoord0;\r\n\r\n#if defined(USE_LIGHTMAP) || defined(USE_TCGEN)" +"\r\nattribute vec4 attr_TexCoord1;\r\n#endif\r\n\r\nuniform vec4 u_Diffus" +"eTexMatrix;\r\nuniform vec4 u_DiffuseTexOffTurb;\r\n\r\n#if defined(USE_T" +"CGEN) || defined(USE_RGBAGEN)\r\nuniform vec3 u_ViewOrigin;\r\n#endif\r\n" +"\r\n#if defined(USE_TCGEN)\r\nuniform int u_TCGen0;\r\nuniform vec3 u_" +"TCGen0Vector0;\r\nuniform vec3 u_TCGen0Vector1;\r\n#endif\r\n\r\n#if defi" +"ned(USE_FOG)\r\nuniform vec4 u_FogDistance;\r\nuniform vec4 u_FogDepth;" +"\r\nuniform float u_FogEyeT;\r\nuniform vec4 u_FogColorMask;\r\n#endif\r" +"\n\r\n#if defined(USE_DEFORM_VERTEXES)\r\nuniform int u_DeformGen;\r\nun" +"iform float u_DeformParams[5];\r\nuniform float u_Time;\r\n#endif\r\n\r\n" +"uniform mat4 u_ModelViewProjectionMatrix;\r\nuniform vec4 u_BaseColor;" +"\r\nuniform vec4 u_VertColor;\r\n\r\n#if defined(USE_RGBAGEN)\r\nuniform " +"int u_ColorGen;\r\nuniform int u_AlphaGen;\r\nuniform vec3 u_Ambien" +"tLight;\r\nuniform vec3 u_DirectedLight;\r\nuniform vec4 u_LightOrigin;" +"\r\nuniform float u_PortalRange;\r\n#endif\r\n\r\n#if defined(USE_VERTEX_A" +"NIMATION)\r\nuniform float u_VertexLerp;\r\n#endif\r\n\r\nvarying vec2 v" +"ar_DiffuseTex;\r\n#if defined(USE_LIGHTMAP)\r\nvarying vec2 var_LightTex;" +"\r\n#endif\r\nvarying vec4 var_Color;\r\n\r\n#if defined(USE_DEFORM_VERTE" +"XES)\r\nvec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 s" +"t)\r\n{\r\n\tfloat base = u_DeformParams[0];\r\n\tfloat amplitude = u_" +"DeformParams[1];\r\n\tfloat phase = u_DeformParams[2];\r\n\tfloat frequ" +"ency = u_DeformParams[3];\r\n\tfloat spread = u_DeformParams[4];\r\n\r\n" +"\tif (u_DeformGen == DGEN_BULGE)\r\n\t{\r\n\t\tphase *= M_PI * 0.25 * st.x;" +"\r\n\t}\r\n\telse // if (u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH)\r\n\t{" +"\r\n\t\tphase += dot(pos.xyz, vec3(spread));\r\n\t}\r\n\r\n\tfloat value = " +"phase + (u_Time * frequency);\r\n\tfloat func;\r\n\r\n\tif (u_DeformGen == " +"DGEN_WAVE_SIN)\r\n\t{\r\n\t\tfunc = sin(value * 2.0 * M_PI);\r\n\t}\r\n\tel" +"se if (u_DeformGen == DGEN_WAVE_SQUARE)\r\n\t{\r\n\t\tfunc = sign(sin(value" +" * 2.0 * M_PI));\r\n\t}\r\n\telse if (u_DeformGen == DGEN_WAVE_TRIANGLE)\r" +"\n\t{\r\n\t\tfunc = abs(fract(value + 0.75) - 0.5) * 4.0 - 1.0;\r\n\t}\r\n" +"\telse if (u_DeformGen == DGEN_WAVE_SAWTOOTH)\r\n\t{\r\n\t\tfunc = fract(va" +"lue);\r\n\t}\r\n\telse if (u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH)\r\n\t" +"{\r\n\t\tfunc = (1.0 - fract(value));\r\n\t}\r\n\telse if (u_DeformGen == D" +"GEN_BULGE)\r\n\t{\r\n\t\tfunc = sin(value);\r\n\t}\r\n\r\n\treturn pos + no" +"rmal * (base + func * amplitude);\r\n}\r\n#endif\r\n\r\n#if defined(USE_TCG" +"EN)\r\nvec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenV" +"ector0, vec3 TCGenVector1)\r\n{\r\n\tvec2 tex = attr_TexCoord0.st;\r\n\r\n" +"\tif (TCGen == TCGEN_LIGHTMAP)\r\n\t{\r\n\t\ttex = attr_TexCoord1.st;\r\n\t" +"}\r\n\telse if (TCGen == TCGEN_ENVIRONMENT_MAPPED)\r\n\t{\r\n\t\tvec3 viewe" +"r = normalize(u_ViewOrigin - position);\r\n\t\ttex = -reflect(viewer, norma" +"l).yz * vec2(0.5, -0.5) + 0.5;\r\n\t}\r\n\telse if (TCGen == TCGEN_VECTOR)" +"\r\n\t{\r\n\t\ttex = vec2(dot(position, TCGenVector0), dot(position, TCGenV" +"ector1));\r\n\t}\r\n\t\r\n\treturn tex;\r\n}\r\n#endif\r\n\r\n#if defined(U" +"SE_TCMOD)\r\nvec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4" +" offTurb)\r\n{\r\n\tfloat amplitude = offTurb.z;\r\n\tfloat phase = offTurb" +".w;\r\n\tvec2 st2 = vec2(dot(st, texMatrix.xz), dot(st, texMatrix.yw)) + of" +"fTurb.xy;\r\n\r\n\tvec3 offsetPos = position / 1024.0;\r\n\toffsetPos.x += " +"offsetPos.z;\r\n\t\r\n\tvec2 texOffset = sin((offsetPos.xy + vec2(phase)) *" +" 2.0 * M_PI);\r\n\t\r\n\treturn st2 + texOffset * amplitude;\t\r\n}\r\n#end" +"if\r\n\r\n#if defined(USE_RGBAGEN)\r\nvec4 CalcColor(vec3 position, vec3 no" +"rmal)\r\n{\r\n\tvec4 color = u_VertColor * attr_Color + u_BaseColor;\r\n\t" +"\r\n\tif (u_ColorGen == CGEN_LIGHTING_DIFFUSE)\r\n\t{\r\n\t\tfloat incoming" +" = clamp(dot(normal, u_LightOrigin.xyz), 0.0, 1.0);\r\n\r\n\t\tcolor.rgb = " +"clamp(u_DirectedLight * incoming + u_AmbientLight, 0.0, 1.0);\r\n\t}\r\n\t" +"\r\n\tvec3 toView = u_ViewOrigin - position;\r\n\tvec3 viewer = normalize(u" +"_ViewOrigin - position);\r\n\r\n\tif (u_AlphaGen == AGEN_LIGHTING_SPECULAR)" +"\r\n\t{\r\n\t\tvec3 lightDir = normalize(vec3(-960.0, -1980.0, 96.0) - posi" +"tion.xyz);\r\n\t\tvec3 halfangle = normalize(lightDir + viewer);\r\n\t\t\r" +"\n\t\tcolor.a = pow(max(dot(normal, halfangle), 0.0), 8.0);\r\n\t}\r\n\tels" +"e if (u_AlphaGen == AGEN_PORTAL)\r\n\t{\r\n\t\tfloat alpha = length(toView)" +" / u_PortalRange;\r\n\r\n\t\tcolor.a = clamp(alpha, 0.0, 1.0);\r\n\t}\r\n\t" +"else if (u_AlphaGen == AGEN_FRESNEL)\r\n\t{\r\n\t\tcolor.a = 0.10 + 0.90 * " +"pow(1.0 - dot(normal, viewer), 5);\r\n\t}\r\n\t\r\n\treturn color;\r\n}\r\n" +"#endif\r\n\r\n#if defined(USE_FOG)\r\nfloat CalcFog(vec4 position)\r\n{\r\n" +"\tfloat s = dot(position, u_FogDistance) * 8.0;\r\n\tfloat t = dot(position" +", u_FogDepth);\r\n\r\n\tif (t < 1.0)\r\n\t{\r\n\t\tt = step(step(0.0, -u_Fo" +"gEyeT), t);\r\n\t}\r\n\telse\r\n\t{\r\n\t\tt /= t - min(u_FogEyeT, 0.0);\r" +"\n\t}\r\n\r\n\treturn s * t;\r\n}\r\n#endif\r\n\r\nvoid main()\r\n{\r\n#if " +"defined(USE_VERTEX_ANIMATION)\r\n\tvec4 position = mix(attr_Position, attr_" +"Position2, u_VertexLerp);\r\n\tvec3 normal = normalize(mix(attr_Normal, att" +"r_Normal2, u_VertexLerp));\r\n#else\r\n\tvec4 position = attr_Position;\r\n" +"\tvec3 normal = attr_Normal;\r\n#endif\r\n\r\n#if defined(USE_DEFORM_VERTEX" +"ES)\r\n\tposition.xyz = DeformPosition(position.xyz, normal, attr_TexCoord0" +".st);\r\n#endif\r\n\r\n\tgl_Position = u_ModelViewProjectionMatrix * positi" +"on;\r\n\r\n#if defined(USE_TCGEN)\r\n\tvec2 tex = GenTexCoords(u_TCGen0, po" +"sition.xyz, normal, u_TCGen0Vector0, u_TCGen0Vector1);\r\n#else\r\n\tvec2 t" +"ex = attr_TexCoord0.st;\r\n#endif\r\n\r\n#if defined(USE_TCMOD)\r\n\tvar_Di" +"ffuseTex = ModTexCoords(tex, position.xyz, u_DiffuseTexMatrix, u_DiffuseTex" +"OffTurb);\r\n#else\r\n var_DiffuseTex = tex;\r\n#endif\r\n\r\n#if define" +"d(USE_LIGHTMAP)\r\n\tvar_LightTex = attr_TexCoord1.st;\r\n#endif\r\n\r\n#if" +" defined(USE_RGBAGEN)\r\n\tvar_Color = CalcColor(position.xyz, normal);\r\n" +"#else\r\n\tvar_Color = u_VertColor * attr_Color + u_BaseColor;\r\n#endif\r" +"\n\r\n#if defined(USE_FOG)\r\n\tvar_Color *= vec4(1.0) - u_FogColorMask * s" +"qrt(clamp(CalcFog(position), 0.0, 1.0));\r\n#endif\r\n}\r\n"; static const char *fallbackGenericShader_fp = "uniform sampler2D u_DiffuseMap;\r\n\r\n#if defined(USE_LIGHTMAP)\r\nuniform" -" sampler2D u_LightMap;\r\n#endif\r\n\r\nuniform int u_Texture1Env;\r" +" sampler2D u_LightMap;\r\n\r\nuniform int u_Texture1Env;\r\n#endif\r" "\n\r\nvarying vec2 var_DiffuseTex;\r\n\r\n#if defined(USE_LIGHTMAP)\r" "\nvarying vec2 var_LightTex;\r\n#endif\r\n\r\nvarying vec4 var_Co" "lor;\r\n\r\n\r\nvoid main()\r\n{\r\n\tvec4 color = texture2D(u_DiffuseMap," @@ -145,35 +150,36 @@ static const char *fallbackFogPassShader_vp = "nt u_DeformGen;\r\nuniform float u_DeformParams[5];\r\n//#endif\r\n\r" "\nuniform float u_Time;\r\nuniform mat4 u_ModelViewProjectionMatrix;\r" "\n\r\n//#if defined(USE_VERTEX_ANIMATION)\r\nuniform float u_VertexLerp;" -"\r\n//#endif\r\n\r\nvarying float var_Scale;\r\n\r\n\r\nfloat triangle(fl" -"oat x)\r\n{\r\n\treturn max(1.0 - abs(x), 0);\r\n}\r\n\r\nfloat sawtooth(fl" -"oat x)\r\n{\r\n\treturn x - floor(x);\r\n}\r\n\r\nvec4 DeformPosition(const" -" vec4 pos, const vec3 normal, const vec2 st)\r\n{\r\n\tif (u_DeformGen == 0" -")\r\n\t{\r\n\t\treturn pos;\r\n\t}\r\n\r\n\tfloat base = u_DeformParam" -"s[0];\r\n\tfloat amplitude = u_DeformParams[1];\r\n\tfloat phase = u_De" -"formParams[2];\r\n\tfloat frequency = u_DeformParams[3];\r\n\tfloat spread " -"= u_DeformParams[4];\r\n\t\t\r\n\tif (u_DeformGen <= DGEN_WAVE_INVERSE_S" -"AWTOOTH)\r\n\t{\r\n\t\tphase += (pos.x + pos.y + pos.z) * spread;\r\n\t}\r" -"\n\telse if (u_DeformGen == DGEN_BULGE)\r\n\t{\r\n\t\tphase *= M_PI * 0.25 " -"* st.x;\r\n\t}\r\n\r\n\tfloat value = phase + (u_Time * frequency);\r\n\tfl" -"oat func;\r\n\r\n\tif (u_DeformGen == DGEN_WAVE_SIN)\r\n\t{\r\n\t\tfunc = s" -"in(value * 2.0 * M_PI);\r\n\t}\r\n\telse if (u_DeformGen == DGEN_WAVE_SQUAR" -"E)\r\n\t{\r\n\t\tfunc = sign(sin(value * 2.0 * M_PI));\r\n\t}\r\n\telse if " -"(u_DeformGen == DGEN_WAVE_TRIANGLE)\r\n\t{\r\n\t\tfunc = triangle(value);\r" -"\n\t}\r\n\telse if (u_DeformGen == DGEN_WAVE_SAWTOOTH)\r\n\t{\r\n\t\tfunc =" -" sawtooth(value);\r\n\t}\r\n\telse if (u_DeformGen == DGEN_WAVE_INVERSE_SAW" -"TOOTH)\r\n\t{\r\n\t\tfunc = (1.0 - sawtooth(value));\r\n\t}\r\n\telse if (u" -"_DeformGen == DGEN_BULGE)\r\n\t{\r\n\t\tfunc = sin(value);\r\n\t}\r\n\r\n\t" -"vec4 deformed = pos;\r\n\tdeformed.xyz += normal * (base + func * amplitude" -");\r\n\r\n\treturn deformed;\r\n\r\n}\r\n\r\nvoid main()\r\n{\r\n\tvec4 pos" -"ition = mix(attr_Position, attr_Position2, u_VertexLerp);\r\n\tvec3 normal " -"= normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp));\r\n\r\n\tpositio" -"n = DeformPosition(position, normal, attr_TexCoord0.st);\r\n\r\n\tgl_Positi" -"on = u_ModelViewProjectionMatrix * position;\r\n\r\n\tfloat s = dot(positio" -"n, u_FogDistance);\r\n\tfloat t = dot(position, u_FogDepth);\r\n\r\n\tif (t" -" >= 1.0)\r\n\t{\r\n\t\ts *= t / (t - min(u_FogEyeT, 0.0));\r\n\t}\r\n\telse" -"\r\n\t{\r\n\t\ts *= max(t + sign(u_FogEyeT), 0.0);\r\n\t}\r\n\r\n\tvar_Scal" -"e = s * 8.0;\r\n}\r\n"; +"\r\n//#endif\r\n\r\nvarying float var_Scale;\r\n\r\n#if defined(USE_DEFOR" +"M_VERTEXES)\r\nvec3 DeformPosition(const vec3 pos, const vec3 normal, const" +" vec2 st)\r\n{\r\n\tif (u_DeformGen == 0)\r\n\t{\r\n\t\treturn pos;\r\n\t}" +"\r\n\r\n\tfloat base = u_DeformParams[0];\r\n\tfloat amplitude = u_Def" +"ormParams[1];\r\n\tfloat phase = u_DeformParams[2];\r\n\tfloat frequenc" +"y = u_DeformParams[3];\r\n\tfloat spread = u_DeformParams[4];\r\n\r\n\ti" +"f (u_DeformGen == DGEN_BULGE)\r\n\t{\r\n\t\tphase *= M_PI * 0.25 * st.x;\r" +"\n\t}\r\n\telse // if (u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH)\r\n\t{\r" +"\n\t\tphase += dot(pos.xyz, vec3(spread));\r\n\t}\r\n\r\n\tfloat value = ph" +"ase + (u_Time * frequency);\r\n\tfloat func;\r\n\r\n\tif (u_DeformGen == DG" +"EN_WAVE_SIN)\r\n\t{\r\n\t\tfunc = sin(value * 2.0 * M_PI);\r\n\t}\r\n\telse" +" if (u_DeformGen == DGEN_WAVE_SQUARE)\r\n\t{\r\n\t\tfunc = sign(sin(value *" +" 2.0 * M_PI));\r\n\t}\r\n\telse if (u_DeformGen == DGEN_WAVE_TRIANGLE)\r\n" +"\t{\r\n\t\tfunc = abs(fract(value + 0.75) - 0.5) * 4.0 - 1.0;\r\n\t}\r\n\te" +"lse if (u_DeformGen == DGEN_WAVE_SAWTOOTH)\r\n\t{\r\n\t\tfunc = fract(value" +");\r\n\t}\r\n\telse if (u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH)\r\n\t{\r" +"\n\t\tfunc = (1.0 - fract(value));\r\n\t}\r\n\telse if (u_DeformGen == DGEN" +"_BULGE)\r\n\t{\r\n\t\tfunc = sin(value);\r\n\t}\r\n\r\n\treturn pos + norma" +"l * (base + func * amplitude);\r\n}\r\n#endif\r\n\r\nfloat CalcFog(vec4 pos" +"ition)\r\n{\r\n\tfloat s = dot(position, u_FogDistance) * 8.0;\r\n\tfloat t" +" = dot(position, u_FogDepth);\r\n\r\n\tif (t < 1.0)\r\n\t{\r\n\t\tt = step(" +"step(0.0, -u_FogEyeT), t);\r\n\t}\r\n\telse\r\n\t{\r\n\t\tt /= t - min(u_Fo" +"gEyeT, 0.0);\r\n\t}\r\n\t\r\n\treturn s * t;\r\n}\r\n\r\nvoid main()\r\n{\r" +"\n#if defined(USE_VERTEX_ANIMATION)\r\n\tvec4 position = mix(attr_Position," +" attr_Position2, u_VertexLerp);\r\n\tvec3 normal = normalize(mix(attr_Norma" +"l, attr_Normal2, u_VertexLerp));\r\n#else\r\n\tvec4 position = attr_Positio" +"n;\r\n\tvec3 normal = attr_Normal;\r\n#endif\r\n\r\n#if defined(USE_DEFORM_" +"VERTEXES)\r\n\tposition.xyz = DeformPosition(position.xyz, normal, attr_Tex" +"Coord0.st);\r\n#endif\r\n\r\n\tgl_Position = u_ModelViewProjectionMatrix * " +"position;\r\n\r\n\tvar_Scale = CalcFog(position);\r\n}\r\n"; static const char *fallbackFogPassShader_fp = "uniform vec4 u_Color;\r\n\r\nvarying float var_Scale;\r\n\r\nvoid main()\r" @@ -182,39 +188,37 @@ static const char *fallbackFogPassShader_fp = static const char *fallbackDlightShader_vp = "attribute vec4 attr_Position;\r\nattribute vec4 attr_TexCoord0;\r\nattribut" -"e vec3 attr_Normal;\r\n\r\nuniform vec4 u_DlightInfo;\r\n\r\nuniform int " -" u_DeformGen;\r\nuniform float u_DeformParams[5];\r\n\r\nuniform float " -"u_Time;\r\nuniform vec4 u_Color;\r\nuniform mat4 u_ModelViewProjectionM" -"atrix;\r\n\r\nvarying vec2 var_Tex1;\r\nvarying vec4 var_Color;\r\n\r\n" -"float triangle(float x)\r\n{\r\n\treturn max(1.0 - abs(x), 0);\r\n}\r\n\r\n" -"float sawtooth(float x)\r\n{\r\n\treturn x - floor(x);\r\n}\r\n\r\nvec4 Def" -"ormPosition(const vec4 pos, const vec3 normal, const vec2 st)\r\n{\r\n\tif " -"(u_DeformGen == 0)\r\n\t{\r\n\t\treturn pos;\r\n\t}\r\n\r\n\tfloat base = " -" u_DeformParams[0];\r\n\tfloat amplitude = u_DeformParams[1];\r\n\tfloat" -" phase = u_DeformParams[2];\r\n\tfloat frequency = u_DeformParams[3];\r" -"\n\tfloat spread = u_DeformParams[4];\r\n\t\t\r\n\tif (u_DeformGen <= DG" -"EN_WAVE_INVERSE_SAWTOOTH)\r\n\t{\r\n\t\tphase += (pos.x + pos.y + pos.z) * " -"spread;\r\n\t}\r\n\telse if (u_DeformGen == DGEN_BULGE)\r\n\t{\r\n\t\tphase" -" *= M_PI * 0.25 * st.x;\r\n\t}\r\n\r\n\tfloat value = phase + (u_Time * fre" -"quency);\r\n\tfloat func;\r\n\r\n\tif (u_DeformGen == DGEN_WAVE_SIN)\r\n\t{" -"\r\n\t\tfunc = sin(value * 2.0 * M_PI);\r\n\t}\r\n\telse if (u_DeformGen ==" -" DGEN_WAVE_SQUARE)\r\n\t{\r\n\t\tfunc = sign(sin(value * 2.0 * M_PI));\r\n" -"\t}\r\n\telse if (u_DeformGen == DGEN_WAVE_TRIANGLE)\r\n\t{\r\n\t\tfunc = t" -"riangle(value);\r\n\t}\r\n\telse if (u_DeformGen == DGEN_WAVE_SAWTOOTH)\r\n" -"\t{\r\n\t\tfunc = sawtooth(value);\r\n\t}\r\n\telse if (u_DeformGen == DGEN" -"_WAVE_INVERSE_SAWTOOTH)\r\n\t{\r\n\t\tfunc = (1.0 - sawtooth(value));\r\n\t" -"}\r\n\telse if (u_DeformGen == DGEN_BULGE)\r\n\t{\r\n\t\tfunc = sin(value);" -"\r\n\t}\r\n\r\n\tvec4 deformed = pos;\r\n\tdeformed.xyz += normal * (base +" -" func * amplitude);\r\n\r\n\treturn deformed;\r\n\r\n}\r\n\r\nvoid main()\r" -"\n{\r\n\tvec4 position = attr_Position;\r\n\tvec3 normal = attr_Normal;\r\n" -"\r\n\tposition = DeformPosition(position, normal, attr_TexCoord0.st);\r\n\r" -"\n\tgl_Position = u_ModelViewProjectionMatrix * position;\r\n\t\t\r\n\tvec3" -" dist = u_DlightInfo.xyz - position.xyz;\t\r\n\r\n\tfloat diffz = abs(dist." -"z);\r\n\tfloat radius = 1.0 / u_DlightInfo.a;\r\n\r\n\tvec2 tex = vec2(0.5)" -" + dist.xy * u_DlightInfo.a;\r\n\tfloat dlightmod = max(sign(dot(dist, norm" -"al)), 0.0);\r\n\tdlightmod *= clamp(2.0 * (radius - diffz) * u_DlightInfo.a" -", 0.0, 1.0);\r\n\r\n\tvar_Tex1 = tex;\r\n\tvar_Color = u_Color;\r\n\tvar_Co" -"lor.rgb *= dlightmod;\r\n}\r\n"; +"e vec3 attr_Normal;\r\n\r\nuniform vec4 u_DlightInfo;\r\n\r\n#if defined(" +"USE_DEFORM_VERTEXES)\r\nuniform int u_DeformGen;\r\nuniform float u_Def" +"ormParams[5];\r\nuniform float u_Time;\r\n#endif\r\n\r\nuniform vec4 u_C" +"olor;\r\nuniform mat4 u_ModelViewProjectionMatrix;\r\n\r\nvarying vec2 " +"var_Tex1;\r\nvarying vec4 var_Color;\r\n\r\n#if defined(USE_DEFORM_VERTEX" +"ES)\r\nvec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st" +")\r\n{\r\n\tif (u_DeformGen == 0)\r\n\t{\r\n\t\treturn pos;\r\n\t}\r\n\r\n" +"\tfloat base = u_DeformParams[0];\r\n\tfloat amplitude = u_DeformParam" +"s[1];\r\n\tfloat phase = u_DeformParams[2];\r\n\tfloat frequency = u_De" +"formParams[3];\r\n\tfloat spread = u_DeformParams[4];\r\n\r\n\tif (u_Def" +"ormGen == DGEN_BULGE)\r\n\t{\r\n\t\tphase *= M_PI * 0.25 * st.x;\r\n\t}\r\n" +"\telse // if (u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH)\r\n\t{\r\n\t\tphas" +"e += dot(pos.xyz, vec3(spread));\r\n\t}\r\n\r\n\tfloat value = phase + (u_T" +"ime * frequency);\r\n\tfloat func;\r\n\r\n\tif (u_DeformGen == DGEN_WAVE_SI" +"N)\r\n\t{\r\n\t\tfunc = sin(value * 2.0 * M_PI);\r\n\t}\r\n\telse if (u_Def" +"ormGen == DGEN_WAVE_SQUARE)\r\n\t{\r\n\t\tfunc = sign(sin(value * 2.0 * M_P" +"I));\r\n\t}\r\n\telse if (u_DeformGen == DGEN_WAVE_TRIANGLE)\r\n\t{\r\n\t\t" +"func = abs(fract(value + 0.75) - 0.5) * 4.0 - 1.0;\r\n\t}\r\n\telse if (u_D" +"eformGen == DGEN_WAVE_SAWTOOTH)\r\n\t{\r\n\t\tfunc = fract(value);\r\n\t}\r" +"\n\telse if (u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH)\r\n\t{\r\n\t\tfunc " +"= (1.0 - fract(value));\r\n\t}\r\n\telse if (u_DeformGen == DGEN_BULGE)\r\n" +"\t{\r\n\t\tfunc = sin(value);\r\n\t}\r\n\r\n\treturn pos + normal * (base +" +" func * amplitude);\r\n}\r\n#endif\r\n\r\nvoid main()\r\n{\r\n\tvec4 positi" +"on = attr_Position;\r\n\tvec3 normal = attr_Normal;\r\n\r\n#if defined(USE_" +"DEFORM_VERTEXES)\r\n\tposition.xyz = DeformPosition(position.xyz, normal, a" +"ttr_TexCoord0.st);\r\n#endif\r\n\r\n\tgl_Position = u_ModelViewProjectionMa" +"trix * position;\r\n\t\t\r\n\tvec3 dist = u_DlightInfo.xyz - position.xyz;" +"\t\r\n\r\n\tvar_Tex1 = dist.xy * u_DlightInfo.a + vec2(0.5);\r\n\tfloat dli" +"ghtmod = step(0.0, dot(dist, normal));\r\n\tdlightmod *= clamp(2.0 * (1.0 -" +" abs(dist.z) * u_DlightInfo.a), 0.0, 1.0);\r\n\t\r\n\tvar_Color = u_Color *" +" dlightmod;\r\n}\r\n"; static const char *fallbackDlightShader_fp = "uniform sampler2D u_DiffuseMap;\r\n\r\nvarying vec2 var_Tex1;\r\nvaryi" @@ -232,29 +236,37 @@ static const char *fallbackLightallShader_vp = "ERT_TANGENT_SPACE)\r\nattribute vec3 attr_Tangent2;\r\nattribute vec3 attr_" "Bitangent2;\r\n #endif\r\n#endif\r\n\r\n#if defined(USE_LIGHT) && !defined" "(USE_LIGHT_VECTOR)\r\nattribute vec3 attr_LightDirection;\r\n#endif\r\n\r\n" -"#if defined(TCGEN_ENVIRONMENT) || defined(USE_NORMALMAP) || defined(USE_LIG" -"HT) && !defined(USE_FAST_LIGHT)\r\nuniform vec3 u_ViewOrigin;\r\n#endif\r" -"\n\r\nuniform mat4 u_DiffuseTexMatrix;\r\nuniform mat4 u_ModelViewProje" -"ctionMatrix;\r\nuniform vec4 u_BaseColor;\r\nuniform vec4 u_VertColor;" -"\r\n\r\n#if defined(USE_MODELMATRIX)\r\nuniform mat4 u_ModelMatrix;\r\n#e" -"ndif\r\n\r\n#if defined(USE_VERTEX_ANIMATION)\r\nuniform float u_VertexLer" -"p;\r\n#endif\r\n\r\n#if defined(USE_LIGHT_VECTOR)\r\nuniform vec4 u_Light" -"Origin;\r\n #if defined(USE_FAST_LIGHT)\r\nuniform vec3 u_DirectedLight;" -"\r\nuniform vec3 u_AmbientLight;\r\nuniform float u_LightRadius;\r\n #e" -"ndif\r\n#endif\r\n\r\nvarying vec2 var_DiffuseTex;\r\n\r\n#if defined(USE" -"_LIGHTMAP)\r\nvarying vec2 var_LightTex;\r\n#endif\r\n\r\n#if defined(USE" -"_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)\r\nvarying ve" -"c3 var_SampleToView;\r\n#endif\r\n\r\nvarying vec4 var_Color;\r\nvaryin" -"g vec3 var_Position;\r\nvarying vec3 var_Normal;\r\n\r\n#if defined(USE" -"_VERT_TANGENT_SPACE)\r\nvarying vec3 var_Tangent;\r\nvarying vec3 var_B" -"itangent;\r\n#endif\r\n\r\nvarying vec3 var_VertLight;\r\n\r\n#if defined" -"(USE_LIGHT) && !defined(USE_DELUXEMAP)\r\nvarying vec3 var_WorldLight;\r" -"\n#endif\r\n\r\nvarying vec4 var_ScreenPos;\r\n\r\nvec2 DoTexMatrix(vec2 " -"st, vec3 position, mat4 texMatrix)\r\n{\r\n\tvec2 st2 = (texMatrix * vec4(s" -"t, 1, 0)).st;\r\n\r\n\tvec3 offsetPos = position.xyz / 1024.0;\r\n\toffsetP" -"os.x += offsetPos.z;\r\n\r\n\tvec2 texOffset = sin((offsetPos.xy + vec2(tex" -"Matrix[3][1])) * 2.0 * M_PI);\r\n\t\r\n\treturn st2 + texOffset * texMatrix" -"[3][0];\r\n}\r\n\r\nvoid main()\r\n{\r\n#if defined(USE_VERTEX_ANIMATION)\r" +"#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !" +"defined(USE_FAST_LIGHT)\r\nuniform vec3 u_ViewOrigin;\r\n#endif\r\n\r\n#i" +"f defined(USE_TCGEN)\r\nuniform int u_TCGen0;\r\n#endif\r\n\r\n#if defin" +"ed(USE_TCMOD)\r\nuniform vec4 u_DiffuseTexMatrix;\r\nuniform vec4 u_Dif" +"fuseTexOffTurb;\r\n#endif\r\n\r\nuniform mat4 u_ModelViewProjectionMatrix" +";\r\nuniform vec4 u_BaseColor;\r\nuniform vec4 u_VertColor;\r\n\r\n#if " +"defined(USE_MODELMATRIX)\r\nuniform mat4 u_ModelMatrix;\r\n#endif\r\n\r\n" +"#if defined(USE_VERTEX_ANIMATION)\r\nuniform float u_VertexLerp;\r\n#endif" +"\r\n\r\n#if defined(USE_LIGHT_VECTOR)\r\nuniform vec4 u_LightOrigin;\r\n " +" #if defined(USE_FAST_LIGHT)\r\nuniform vec3 u_DirectedLight;\r\nuniform " +"vec3 u_AmbientLight;\r\nuniform float u_LightRadius;\r\n #endif\r\n#end" +"if\r\n\r\nvarying vec2 var_DiffuseTex;\r\n\r\n#if defined(USE_LIGHTMAP)\r" +"\nvarying vec2 var_LightTex;\r\n#endif\r\n\r\n#if defined(USE_NORMALMAP) " +"|| defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)\r\nvarying vec3 var_Sam" +"pleToView;\r\n#endif\r\n\r\nvarying vec4 var_Color;\r\n\r\n#if defined(US" +"E_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE)\r\nvarying vec3 var_Posi" +"tion;\r\n#endif\r\n\r\n\r\n#if !defined(USE_FAST_LIGHT)\r\nvarying vec3 v" +"ar_Normal;\r\n #if defined(USE_VERT_TANGENT_SPACE)\r\nvarying vec3 var_T" +"angent;\r\nvarying vec3 var_Bitangent;\r\n #endif\r\n#endif\r\n\r\n#if d" +"efined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)\r\nvarying vec3 var_" +"VertLight;\r\n#endif\r\n\r\n#if defined(USE_LIGHT) && !defined(USE_DELUXEMA" +"P) && !defined(USE_FAST_LIGHT)\r\nvarying vec3 var_WorldLight;\r\n#endif" +"\r\n\r\n#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) && define" +"d(USE_SHADOWMAP)\r\nvarying vec4 var_ScreenPos;\r\n#endif\r\n\r\n#if defi" +"ned(USE_TCMOD)\r\nvec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix," +" vec4 offTurb)\r\n{\r\n\tfloat amplitude = offTurb.z;\r\n\tfloat phase = of" +"fTurb.w;\r\n\tvec2 st2 = vec2(dot(st, texMatrix.xz), dot(st, texMatrix.yw))" +" + offTurb.xy;\r\n\r\n\tvec3 offsetPos = position / 1024.0;\r\n\toffsetPos." +"x += offsetPos.z;\r\n\t\r\n\tvec2 texOffset = sin((offsetPos.xy + vec2(phas" +"e)) * 2.0 * M_PI);\r\n\t\r\n\treturn st2 + texOffset * amplitude;\t\r\n}\r" +"\n#endif\r\n\r\n\r\nvoid main()\r\n{\r\n#if defined(USE_VERTEX_ANIMATION)\r" "\n\tvec4 position = mix(attr_Position, attr_Position2, u_VertexLerp);\r\n" "\tvec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexL" "erp));\r\n #if defined(USE_VERT_TANGENT_SPACE)\r\n\tvec3 tangent = norma" @@ -263,43 +275,47 @@ static const char *fallbackLightallShader_vp = "ndif\r\n#else\r\n\tvec4 position = attr_Position;\r\n\tvec3 normal = at" "tr_Normal;\r\n #if defined(USE_VERT_TANGENT_SPACE)\r\n\tvec3 tangent = a" "ttr_Tangent;\r\n\tvec3 bitangent = attr_Bitangent;\r\n #endif\r\n#endif\r" -"\n\r\n\tgl_Position = u_ModelViewProjectionMatrix * position;\r\n\tvar_Scre" -"enPos = gl_Position;\r\n\r\n#if (defined(USE_LIGHTMAP) || defined(USE_LIGHT" -"_VERTEX)) && !defined(USE_DELUXEMAP)\r\n\tvec3 worldLight = attr_LightDirec" -"tion;\r\n#endif\r\n\t\r\n#if defined(USE_MODELMATRIX)\r\n\tposition = u_Mo" -"delMatrix * position;\r\n\tnormal = (u_ModelMatrix * vec4(normal, 0.0))." -"xyz;\r\n #if defined(USE_VERT_TANGENT_SPACE)\r\n\ttangent = (u_ModelMatr" -"ix * vec4(tangent, 0.0)).xyz;\r\n\tbitangent = (u_ModelMatrix * vec4(bitang" -"ent, 0.0)).xyz;\r\n #endif\r\n\r\n #if defined(USE_LIGHTMAP) && !defined(" -"USE_DELUXEMAP)\r\n\tworldLight = (u_ModelMatrix * vec4(worldLight, 0.0)).xy" -"z;\r\n #endif\r\n#endif\r\n\r\n\tvar_Position = position.xyz;\r\n\r\n#if d" -"efined(TCGEN_ENVIRONMENT) || defined(USE_NORMALMAP) || defined(USE_LIGHT) &" -"& !defined(USE_FAST_LIGHT)\r\n\tvec3 SampleToView = u_ViewOrigin - position" -".xyz;\r\n#endif\r\n\r\n#if defined(USE_NORMALMAP) || defined(USE_LIGHT) && " -"!defined(USE_FAST_LIGHT)\r\n\tvar_SampleToView = SampleToView;\r\n#endif\r" -"\n\r\n#if defined(TCGEN_ENVIRONMENT)\r\n\tvec3 viewer = normalize(SampleToV" -"iew);\r\n\tvec3 reflected = normal * 2.0 * dot(normal, viewer) - viewer;\r" -"\n\r\n\tvec2 tex = reflected.yz * vec2(0.5, -0.5) + 0.5;\r\n#else\r\n\tvec2" -" tex = attr_TexCoord0.st;\r\n#endif\r\n\r\n\tvar_DiffuseTex = DoTexMatrix(t" -"ex, position.xyz, u_DiffuseTexMatrix);\r\n\r\n#if defined(USE_LIGHTMAP)\r\n" -"\tvar_LightTex = attr_TexCoord1.st;\r\n#endif\r\n \r\n\tvar_Normal = norma" -"l;\r\n#if defined(USE_VERT_TANGENT_SPACE)\r\n\tvar_Tangent = tangent;\r\n\t" -"var_Bitangent = bitangent;\r\n#endif\r\n\r\n#if defined(USE_LIGHT) && !defi" -"ned(USE_DELUXEMAP)\r\n #if defined(USE_LIGHT_VECTOR)\r\n\tvec3 worldLight " -"= u_LightOrigin.xyz - (position.xyz * u_LightOrigin.w);\r\n #endif\r\n\r\n" -"\tworldLight += normal * 0.0001;\r\n\tvar_WorldLight = worldLight;\r\n#endi" -"f\r\n\t\r\n#if defined(USE_LIGHT_VERTEX)\r\n var_VertLight = attr_Color." -"rgb;\r\n #if !defined(USE_FAST_LIGHT)\r\n\tvar_VertLight /= max(dot(normal" -", normalize(worldLight)), 0.004);\r\n #endif\r\n\tvar_Color.rgb = u_BaseCo" -"lor.rgb;\r\n\tvar_Color.a = u_VertColor.a * attr_Color.a + u_BaseColor.a;\r" -"\n#else\r\n\tvar_Color = u_VertColor * attr_Color + u_BaseColor;\r\n#endif" -"\r\n\r\n#if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT)\r\n #if d" -"efined(USE_INVSQRLIGHT)\r\n\tfloat intensity = 1.0 / dot(worldLight, worldL" -"ight);\r\n #else\r\n\tfloat intensity = clamp((1.0 - dot(worldLight, world" -"Light) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0);\r\n #endif\r" -"\n\tfloat NL = clamp(dot(normal, normalize(worldLight)), 0.0, 1.0);\r\n\r\n" -"\tvar_VertLight = u_DirectedLight * intensity * NL + u_AmbientLight;\r\n#en" -"dif\r\n}\r\n"; +"\n\r\n\tgl_Position = u_ModelViewProjectionMatrix * position;\r\n\r\n#if de" +"fined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) && defined(USE_SHADOWMA" +"P)\r\n\tvar_ScreenPos = gl_Position + vec2(1.0, 0.0).xxyx * gl_Position.w;" +"\r\n#endif\r\n\r\n#if (defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)) " +"&& !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)\r\n\tvec3 worldLight" +" = attr_LightDirection;\r\n#endif\r\n\t\r\n#if defined(USE_MODELMATRIX)\r\n" +"\tposition = u_ModelMatrix * position;\r\n\tnormal = (u_ModelMatrix * v" +"ec4(normal, 0.0)).xyz;\r\n #if defined(USE_VERT_TANGENT_SPACE)\r\n\ttangen" +"t = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;\r\n\tbitangent = (u_ModelMa" +"trix * vec4(bitangent, 0.0)).xyz;\r\n #endif\r\n\r\n #if defined(USE_LIGH" +"TMAP) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)\r\n\tworldLigh" +"t = (u_ModelMatrix * vec4(worldLight, 0.0)).xyz;\r\n #endif\r\n#endif\r\n" +"\r\n#if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE)\r\n\tvar" +"_Position = position.xyz;\r\n#endif\r\n\r\n#if defined(USE_TCGEN) || define" +"d(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)\r\n\tvec" +"3 SampleToView = u_ViewOrigin - position.xyz;\r\n#endif\r\n\r\n#if defined(" +"USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)\r\n\tvar_S" +"ampleToView = SampleToView;\r\n#endif\r\n\r\n\tvec2 tex;\r\n\r\n#if defined" +"(USE_TCGEN)\r\n\tif (u_TCGen0 == TCGEN_ENVIRONMENT_MAPPED)\r\n\t{\r\n\t\tte" +"x = -reflect(normalize(SampleToView), normal).yz * vec2(0.5, -0.5) + 0.5;\r" +"\n\t}\r\n\telse\r\n#endif\r\n\t{\r\n\t\ttex = attr_TexCoord0.st;\r\n\t}\r\n" +"\r\n#if defined(USE_TCMOD)\r\n\tvar_DiffuseTex = ModTexCoords(tex, position" +".xyz, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);\r\n#else\r\n\tvar_DiffuseTe" +"x = tex;\r\n#endif\r\n\r\n#if defined(USE_LIGHTMAP)\r\n\tvar_LightTex = att" +"r_TexCoord1.st;\r\n#endif\r\n\r\n#if !defined(USE_FAST_LIGHT)\r\n\tvar_Norm" +"al = normal;\r\n #if defined(USE_VERT_TANGENT_SPACE)\r\n\tvar_Tangent = ta" +"ngent;\r\n\tvar_Bitangent = bitangent;\r\n #endif\r\n#endif\r\n\r\n#if def" +"ined(USE_LIGHT) && !defined(USE_DELUXEMAP)\r\n #if defined(USE_LIGHT_VECTO" +"R)\r\n\tvec3 worldLight = u_LightOrigin.xyz - (position.xyz * u_LightOrigin" +".w);\r\n #endif\r\n #if !defined(USE_FAST_LIGHT)\r\n\tvar_WorldLight = wo" +"rldLight;\r\n #endif\r\n#endif\r\n\t\r\n#if defined(USE_LIGHT_VERTEX) && !" +"defined(USE_FAST_LIGHT)\r\n\tvar_VertLight = u_VertColor.rgb * attr_Color.r" +"gb;\r\n\tvar_Color.rgb = vec3(1.0);\r\n\tvar_Color.a = u_VertColor.a * attr" +"_Color.a + u_BaseColor.a;\r\n#else\r\n\tvar_Color = u_VertColor * attr_Colo" +"r + u_BaseColor;\r\n#endif\r\n\r\n#if defined(USE_LIGHT_VECTOR) && defined(" +"USE_FAST_LIGHT)\r\n #if defined(USE_INVSQRLIGHT)\r\n\tfloat intensity = 1." +"0 / dot(worldLight, worldLight);\r\n #else\r\n\tfloat intensity = clamp((1" +".0 - dot(worldLight, worldLight) / (u_LightRadius * u_LightRadius)) * 1.07," +" 0.0, 1.0);\r\n #endif\r\n\tfloat NL = clamp(dot(normal, normalize(worldLi" +"ght)), 0.0, 1.0);\r\n\r\n\tvar_Color.rgb *= u_DirectedLight * intensity * N" +"L + u_AmbientLight;\r\n#endif\r\n}\r\n"; static const char *fallbackLightallShader_fp = "uniform sampler2D u_DiffuseMap;\r\n\r\n#if defined(USE_LIGHTMAP)\r\nuniform" @@ -308,140 +324,145 @@ static const char *fallbackLightallShader_fp = "iform sampler2D u_DeluxeMap;\r\n#endif\r\n\r\n#if defined(USE_SPECULARMAP)" "\r\nuniform sampler2D u_SpecularMap;\r\n#endif\r\n\r\n#if defined(USE_SHADO" "WMAP)\r\nuniform sampler2D u_ShadowMap;\r\n#endif\r\n\r\nuniform vec3 " -"u_ViewOrigin;\r\n\r\n#if defined(USE_LIGHT_VECTOR)\r\nuniform vec3 u_D" -"irectedLight;\r\nuniform vec3 u_AmbientLight;\r\nuniform float u_L" -"ightRadius;\r\n#endif\r\n\r\n#if defined(USE_LIGHT)\r\nuniform vec2 u_" -"MaterialInfo;\r\n#endif\r\n\r\nvarying vec2 var_DiffuseTex;\r\n#if def" -"ined(USE_LIGHTMAP)\r\nvarying vec2 var_LightTex;\r\n#endif\r\nvarying " -"vec4 var_Color;\r\nvarying vec3 var_Position;\r\n\r\nvarying vec3" -" var_SampleToView;\r\n\r\nvarying vec3 var_Normal;\r\n#if defined" -"(USE_VERT_TANGENT_SPACE)\r\nvarying vec3 var_Tangent;\r\nvarying vec3 " -" var_Bitangent;\r\n#endif\r\n\r\nvarying vec3 var_VertLight;\r\n\r" -"\n#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP)\r\nvarying vec3 va" -"r_WorldLight;\r\n#endif\r\n\r\nvarying vec4 var_ScreenPos;\r\n\r\n#define" -" EPSILON 0.00000001\r\n\r\n#if defined(USE_PARALLAXMAP)\r\nfloat SampleHeig" -"ht(sampler2D normalMap, vec2 t)\r\n{\r\n #if defined(SWIZZLE_NORMALMAP)\r" -"\n\treturn texture2D(normalMap, t).r;\r\n #else\r\n\treturn texture2D(norm" -"alMap, t).a;\r\n #endif\r\n}\r\n\r\nfloat RayIntersectDisplaceMap(vec2 dp," -" vec2 ds, sampler2D normalMap)\r\n{\r\n\tconst int linearSearchSteps = 16;" -"\r\n\tconst int binarySearchSteps = 6;\r\n\r\n\tfloat depthStep = 1.0 / flo" -"at(linearSearchSteps);\r\n\r\n\t// current size of search window\r\n\tfloat" -" size = depthStep;\r\n\r\n\t// current depth position\r\n\tfloat depth = 0." -"0;\r\n\r\n\t// best match found (starts with last position 1.0)\r\n\tfloat " -"bestDepth = 1.0;\r\n\r\n\t// search front to back for first point inside ob" -"ject\r\n\tfor(int i = 0; i < linearSearchSteps - 1; ++i)\r\n\t{\r\n\t\tdept" -"h += size;\r\n\t\t\r\n\t\tfloat t = 1.0 - SampleHeight(normalMap, dp + ds *" -" depth);\r\n\t\t\r\n\t\tif(bestDepth > 0.996)\t\t// if no depth found yet\r" -"\n\t\t\tif(depth >= t)\r\n\t\t\t\tbestDepth = depth;\t// store best depth\r" -"\n\t}\r\n\r\n\tdepth = bestDepth;\r\n\t\r\n\t// recurse around first point " -"(depth) for closest match\r\n\tfor(int i = 0; i < binarySearchSteps; ++i)\r" -"\n\t{\r\n\t\tsize *= 0.5;\r\n\r\n\t\tfloat t = 1.0 - SampleHeight(normalMap" -", dp + ds * depth);\r\n\t\t\r\n\t\tif(depth >= t)\r\n\t\t{\r\n\t\t\tbestDep" -"th = depth;\r\n\t\t\tdepth -= 2.0 * size;\r\n\t\t}\r\n\r\n\t\tdepth += size" -";\r\n\t}\r\n\r\n\treturn bestDepth;\r\n}\r\n#endif\r\n\r\nfloat CalcDiffuse" -"(vec3 N, vec3 L, vec3 E, float NE, float NL, float fzero, float shininess)" -"\r\n{\r\n #if defined(USE_OREN_NAYAR) || defined(USE_TRIACE_OREN_NAYAR)\r" -"\n\tfloat gamma = dot(E, L) - NE * NL;\r\n\tfloat B = 2.22222 + 0.1 * shini" -"ness;\r\n\t\t\r\n\t#if defined(USE_OREN_NAYAR)\r\n\tfloat A = 1.0 - 1.0 / (" -"2.0 + 0.33 * shininess);\r\n\tgamma = clamp(gamma, 0.0, 1.0);\r\n\t#endif\r" -"\n\t\r\n\t#if defined(USE_TRIACE_OREN_NAYAR)\r\n\tfloat A = 1.0 - 1.0 / (2." -"0 + 0.65 * shininess);\r\n\r\n\tif (gamma >= 0.0)\r\n\t#endif\r\n\t{\r\n\t" -"\tB *= max(max(NL, NE), EPSILON);\r\n\t}\r\n\r\n\treturn A + gamma / B;\r\n" -" #else\r\n\treturn 1.0 - fzero;\r\n #endif\r\n}\r\n\r\n#if defined(USE_SP" -"ECULARMAP)\r\nfloat CalcSpecular(float NH, float NL, float NE, float EH, fl" -"oat fzero, float shininess)\r\n{\r\n #if defined(USE_BLINN) || defined(USE" -"_TRIACE) || defined(USE_TORRANCE_SPARROW)\r\n\tfloat blinn = pow(NH, shinin" -"ess);\r\n #endif\r\n\r\n #if defined(USE_BLINN)\r\n\treturn blinn;\r\n #" -"endif\r\n\r\n #if defined(USE_COOK_TORRANCE) || defined (USE_TRIACE) || de" -"fined (USE_TORRANCE_SPARROW)\r\n\tfloat fresnel = fzero + (1.0 - fzero) * p" -"ow(1.0 - EH, 5);\r\n #endif\r\n\r\n #if defined(USE_COOK_TORRANCE) || def" -"ined(USE_TORRANCE_SPARROW)\r\n\tfloat geo = 2.0 * NH * min(NE, NL);\r\n\tge" -"o /= max(EH, geo);\r\n #endif \r\n\r\n #if defined(USE_COOK_TORRANCE)\r" -"\n\tfloat m = sqrt(2.0 / max(shininess, EPSILON));\r\n\r\n\tfloat m_sq = m " -"* m;\r\n\tfloat NH_sq = NH * NH;\r\n\tfloat beckmann = exp((NH_sq - 1.0) / " -"max(m_sq * NH_sq, EPSILON)) / max(4.0 * m_sq * NH_sq * NH_sq, EPSILON);\r\n" -"\r\n\treturn fresnel * geo * beckmann / max(NE, EPSILON);\r\n #endif\r\n\r" -"\n #if defined(USE_TRIACE)\r\n\tfloat scale = 0.1248582 * shininess + 0.26" -"91817;\r\n\r\n\treturn fresnel * scale * blinn / max(max(NL, NE), EPSILON);" -"\r\n #endif\r\n \r\n #if defined(USE_TORRANCE_SPARROW)\r\n\tfloat scale " -"= 0.125 * shininess + 1.0;\r\n\r\n\treturn fresnel * geo * scale * blinn / " -"max(NE, EPSILON);\r\n #endif\r\n}\r\n#endif\r\n\r\nvoid main()\r\n{\r\n#if" -" defined(USE_LIGHT) || defined(USE_NORMALMAP)\r\n\tvec3 surfNormal = normal" -"ize(var_Normal);\r\n#endif\r\n\r\n#if defined(USE_DELUXEMAP)\r\n\tvec3 worl" -"dLight = 2.0 * texture2D(u_DeluxeMap, var_LightTex).xyz - vec3(1.0);\r\n\t/" -"/worldLight += var_WorldLight * 0.0001;\r\n#elif defined(USE_LIGHT)\r\n\tve" -"c3 worldLight = var_WorldLight;\r\n#endif\r\n\r\n#if defined(USE_LIGHTMAP)" -"\r\n\tvec4 lightSample = texture2D(u_LightMap, var_LightTex).rgba;\r\n #if" -" defined(RGBE_LIGHTMAP)\r\n\tlightSample.rgb *= exp2(lightSample.a * 255.0 " -"- 128.0);\r\n #endif\r\n\tvec3 directedLight = lightSample.rgb;\r\n#elif d" -"efined(USE_LIGHT_VECTOR)\r\n #if defined(USE_FAST_LIGHT)\r\n\tvec3 directe" -"dLight = var_VertLight;\r\n #else\r\n #if defined(USE_INVSQRLIGHT)\r\n" -"\tfloat intensity = 1.0 / dot(worldLight, worldLight);\r\n #else\r\n\tfl" -"oat intensity = clamp((1.0 - dot(worldLight, worldLight) / (u_LightRadius *" -" u_LightRadius)) * 1.07, 0.0, 1.0);\r\n #endif\r\n\r\n\tvec3 directedLig" -"ht = u_DirectedLight * intensity;\r\n\tvec3 ambientLight = u_AmbientLight;" -"\r\n #endif\r\n\r\n #if defined(USE_SHADOWMAP)\r\n\tvec2 shadowTex = var_" -"ScreenPos.xy / var_ScreenPos.w * 0.5 + 0.5;\r\n\tdirectedLight *= texture2D" -"(u_ShadowMap, shadowTex).r;\r\n #endif\r\n#elif defined(USE_LIGHT_VERTEX)" -"\r\n\tvec3 directedLight = var_VertLight;\r\n#endif\r\n\t\r\n#if defined(TC" -"GEN_ENVIRONMENT) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defin" -"ed(USE_FAST_LIGHT))\r\n\tvec3 SampleToView = normalize(var_SampleToView);\r" -"\n#endif\r\n\tvec2 tex = var_DiffuseTex;\r\n\r\n\tfloat ambientDiff = 1.0;" -"\r\n\r\n#if defined(USE_NORMALMAP)\r\n #if defined(USE_VERT_TANGENT_SPACE)" -"\r\n vec3 tangent = var_Tangent;\r\n\tvec3 bitangent = var_Bitangent;" -"\r\n #else\r\n\tvec3 q0 = dFdx(var_Position);\r\n\tvec3 q1 = dFdy(var_Po" -"sition);\r\n\tvec2 st0 = dFdx(tex);\r\n\tvec2 st1 = dFdy(tex);\r\n\tfloat d" -"ir = sign(st1.t * st0.s - st0.t * st1.s);\r\n\r\n\tvec3 tangent = normali" -"ze( q0 * st1.t - q1 * st0.t) * dir;\r\n\tvec3 bitangent = -normalize( q0 * " -"st1.s - q1 * st0.s) * dir;\r\n #endif\r\n\r\n\tmat3 tangentToWorld = mat3(" -"tangent, bitangent, var_Normal);\r\n\r\n #if defined(USE_PARALLAXMAP)\r\n" -"\tvec3 offsetDir = normalize(SampleToView * tangentToWorld);\r\n #if 0\r" -"\n float height = SampleHeight(u_NormalMap, tex);\r\n\tfloat pdist = 0.0" -"5 * height - (0.05 / 2.0);\r\n #else\r\n\toffsetDir.xy *= -0.05 / offset" -"Dir.z;\r\n\tfloat pdist = RayIntersectDisplaceMap(tex, offsetDir.xy, u_Norm" -"alMap);\r\n #endif\t\r\n\ttex += offsetDir.xy * pdist;\r\n #endif\r\n " -"#if defined(SWIZZLE_NORMALMAP)\r\n\tvec3 normal = 2.0 * texture2D(u_NormalM" -"ap, tex).agb - 1.0;\r\n #else\r\n\tvec3 normal = 2.0 * texture2D(u_NormalM" -"ap, tex).rgb - 1.0;\r\n #endif\r\n\tnormal.z = sqrt(clamp(1.0 - dot(normal" -".xy, normal.xy), 0.0, 1.0));\r\n\tvec3 worldNormal = tangentToWorld * norma" -"l;\r\n #if defined(r_normalAmbient)\r\n\tambientDiff = 0.781341 * normal.z" -" + 0.218659;\r\n #endif\r\n#elif defined(USE_LIGHT)\r\n\tvec3 worldNormal " -"= surfNormal;\r\n#endif\r\n\r\n#if (defined(USE_LIGHT) && !defined(USE_FAST" -"_LIGHT)) || (defined(TCGEN_ENVIRONMENT) && defined(USE_NORMALMAP))\r\n\twor" -"ldNormal = normalize(worldNormal);\r\n#endif\r\n\r\n#if defined(TCGEN_ENVIR" -"ONMENT) && defined(USE_NORMALMAP)\r\n\tvec3 reflected = worldNormal * 2.0 *" -" dot(worldNormal, SampleToView) - SampleToView;\r\n\r\n\ttex = reflected.yz" -" * vec2(0.5, -0.5) + 0.5;\r\n#endif\r\n\r\n\tvec4 diffuse = texture2D(u_Dif" -"fuseMap, tex);\r\n\r\n#if defined(USE_LIGHT) && defined(USE_FAST_LIGHT)\r\n" -"\tdiffuse.rgb *= directedLight;\r\n#elif defined(USE_LIGHT)\r\n\tworldLight" -" = normalize(worldLight);\r\n\r\n #if defined(USE_LIGHTMAP)\r\n\tdirectedL" -"ight /= max(dot(surfNormal, worldLight), 0.004);\r\n #endif\r\n\r\n #if d" -"efined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)\r\n\t#if defined(r_normal" -"Ambient)\r\n\tvec3 ambientLight = directedLight * r_normalAmbient;\r\n\tdir" -"ectedLight -= ambientLight;\r\n #else\r\n\tvec3 ambientLight = vec3(0);" -"\r\n #endif\r\n #endif\r\n\r\n\tfloat NL = clamp(dot(worldNormal, worl" -"dLight), 0.0, 1.0);\r\n\tfloat surfNL = clamp(dot(surfNormal, worldLight" -"), 0.0, 1.0);\r\n\tNL = min(NL, surfNL * 2.0);\r\n\tfloat NE = clamp(dot(" -"worldNormal, SampleToView), 0.0, 1.0);\r\n\t\r\n\tfloat fzero = u_Material" -"Info.x;\r\n\tfloat shininess = u_MaterialInfo.y;\r\n #if defined(USE_SPECU" -"LARMAP)\r\n\tvec4 specular = texture2D(u_SpecularMap, tex);\r\n\t//specular" -".rgb = clamp(specular.rgb - diffuse.rgb, 0.0, 1.0);\r\n\tshininess *= specu" -"lar.a;\r\n #endif\r\n\tfloat directedDiff = NL * CalcDiffuse(worldNormal, " -"worldLight, SampleToView, NE, NL, fzero, shininess);\r\n\tdiffuse.rgb *= di" -"rectedLight * directedDiff + ambientDiff * ambientLight;\r\n \r\n #if def" -"ined(USE_SPECULARMAP)\r\n\tvec3 halfAngle = normalize(worldLight + SampleTo" -"View);\r\n\r\n\tfloat EH = clamp(dot(SampleToView, halfAngle), 0.0, 1.0);\r" -"\n\tfloat NH = clamp(dot(worldNormal, halfAngle), 0.0, 1.0);\r\n\r\n\tfloa" -"t directedSpec = NL * CalcSpecular(NH, NL, NE, EH, fzero, shininess);\r\n " -"\r\n #if defined(r_normalAmbient)\r\n\tvec3 ambientHalf = normalize(surf" -"Normal + SampleToView);\r\n\tfloat ambientSpec = max(dot(ambientHalf, world" -"Normal) + 0.5, 0.0);\r\n\tambientSpec *= ambientSpec * 0.44;\r\n\tambientSp" -"ec = pow(ambientSpec, shininess) * fzero;\r\n\tspecular.rgb *= directedSpec" -" * directedLight + ambientSpec * ambientLight;\r\n #else\r\n\tspecular.r" -"gb *= directedSpec * directedLight;\r\n #endif\r\n #endif\r\n#endif\r\n" -"\r\n\tgl_FragColor = diffuse;\r\n\r\n#if defined(USE_SPECULARMAP) && define" -"d(USE_LIGHT) && !defined(USE_FAST_LIGHT)\r\n\tgl_FragColor.rgb += specular." -"rgb;\r\n#endif\r\n\r\n\tgl_FragColor *= var_Color;\r\n}\r\n"; +"u_ViewOrigin;\r\n\r\n#if defined(USE_TCGEN)\r\nuniform int u_TCGen0;\r\n" +"#endif\r\n\r\n#if defined(USE_LIGHT_VECTOR)\r\nuniform vec3 u_Directed" +"Light;\r\nuniform vec3 u_AmbientLight;\r\nuniform float u_LightRad" +"ius;\r\n#endif\r\n\r\n#if defined(USE_LIGHT)\r\nuniform vec2 u_Materia" +"lInfo;\r\n#endif\r\n\r\nvarying vec2 var_DiffuseTex;\r\n#if defined(US" +"E_LIGHTMAP)\r\nvarying vec2 var_LightTex;\r\n#endif\r\nvarying vec4 " +" var_Color;\r\n\r\n#if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGEN" +"T_SPACE)\r\nvarying vec3 var_Position;\r\n#endif\r\n\r\nvarying vec3 " +" var_SampleToView;\r\n\r\n#if !defined(USE_FAST_LIGHT)\r\nvarying vec3 " +" var_Normal;\r\n#endif\r\n\r\n#if defined(USE_VERT_TANGENT_SPACE)\r\nvar" +"ying vec3 var_Tangent;\r\nvarying vec3 var_Bitangent;\r\n#endif\r" +"\n\r\nvarying vec3 var_VertLight;\r\n\r\n#if defined(USE_LIGHT) && !de" +"fined(USE_DELUXEMAP)\r\nvarying vec3 var_WorldLight;\r\n#endif\r\n\r\n" +"#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) && defined(USE_SH" +"ADOWMAP)\r\nvarying vec4 var_ScreenPos;\r\n#endif\r\n\r\n#define EPSILON " +"0.00000001\r\n\r\n#if defined(USE_PARALLAXMAP)\r\nfloat SampleHeight(sample" +"r2D normalMap, vec2 t)\r\n{\r\n #if defined(SWIZZLE_NORMALMAP)\r\n\treturn" +" texture2D(normalMap, t).r;\r\n #else\r\n\treturn texture2D(normalMap, t)." +"a;\r\n #endif\r\n}\r\n\r\nfloat RayIntersectDisplaceMap(vec2 dp, vec2 ds, " +"sampler2D normalMap)\r\n{\r\n\tconst int linearSearchSteps = 16;\r\n\tconst" +" int binarySearchSteps = 6;\r\n\r\n\tfloat depthStep = 1.0 / float(linearSe" +"archSteps);\r\n\r\n\t// current size of search window\r\n\tfloat size = dep" +"thStep;\r\n\r\n\t// current depth position\r\n\tfloat depth = 0.0;\r\n\r\n" +"\t// best match found (starts with last position 1.0)\r\n\tfloat bestDepth " +"= 1.0;\r\n\r\n\t// search front to back for first point inside object\r\n\t" +"for(int i = 0; i < linearSearchSteps - 1; ++i)\r\n\t{\r\n\t\tdepth += size;" +"\r\n\t\t\r\n\t\tfloat t = 1.0 - SampleHeight(normalMap, dp + ds * depth);\r" +"\n\t\t\r\n\t\tif(bestDepth > 0.996)\t\t// if no depth found yet\r\n\t\t\tif" +"(depth >= t)\r\n\t\t\t\tbestDepth = depth;\t// store best depth\r\n\t}\r\n" +"\r\n\tdepth = bestDepth;\r\n\t\r\n\t// recurse around first point (depth) f" +"or closest match\r\n\tfor(int i = 0; i < binarySearchSteps; ++i)\r\n\t{\r\n" +"\t\tsize *= 0.5;\r\n\r\n\t\tfloat t = 1.0 - SampleHeight(normalMap, dp + ds" +" * depth);\r\n\t\t\r\n\t\tif(depth >= t)\r\n\t\t{\r\n\t\t\tbestDepth = dept" +"h;\r\n\t\t\tdepth -= 2.0 * size;\r\n\t\t}\r\n\r\n\t\tdepth += size;\r\n\t}" +"\r\n\r\n\treturn bestDepth;\r\n}\r\n#endif\r\n\r\nfloat CalcDiffuse(vec3 N," +" vec3 L, vec3 E, float NE, float NL, float fzero, float shininess)\r\n{\r\n" +" #if defined(USE_OREN_NAYAR) || defined(USE_TRIACE_OREN_NAYAR)\r\n\tfloat " +"gamma = dot(E, L) - NE * NL;\r\n\tfloat B = 2.22222 + 0.1 * shininess;\r\n" +"\t\t\r\n\t#if defined(USE_OREN_NAYAR)\r\n\tfloat A = 1.0 - 1.0 / (2.0 + 0.3" +"3 * shininess);\r\n\tgamma = clamp(gamma, 0.0, 1.0);\r\n\t#endif\r\n\t\r\n" +"\t#if defined(USE_TRIACE_OREN_NAYAR)\r\n\tfloat A = 1.0 - 1.0 / (2.0 + 0.65" +" * shininess);\r\n\r\n\tif (gamma >= 0.0)\r\n\t#endif\r\n\t{\r\n\t\tB *= ma" +"x(max(NL, NE), EPSILON);\r\n\t}\r\n\r\n\treturn (A + gamma / B) * (1.0 - fz" +"ero);\r\n #else\r\n\treturn 1.0 - fzero;\r\n #endif\r\n}\r\n\r\n#if defin" +"ed(USE_SPECULARMAP)\r\nfloat CalcSpecular(float NH, float NL, float NE, flo" +"at EH, float fzero, float shininess)\r\n{\r\n #if defined(USE_BLINN) || de" +"fined(USE_TRIACE) || defined(USE_TORRANCE_SPARROW)\r\n\tfloat blinn = pow(N" +"H, shininess);\r\n #endif\r\n\r\n #if defined(USE_BLINN)\r\n\treturn blin" +"n;\r\n #endif\r\n\r\n #if defined(USE_COOK_TORRANCE) || defined (USE_TRIA" +"CE) || defined (USE_TORRANCE_SPARROW)\r\n\tfloat fresnel = fzero + (1.0 - f" +"zero) * pow(1.0 - EH, 5);\r\n #endif\r\n\r\n #if defined(USE_COOK_TORRANC" +"E) || defined(USE_TORRANCE_SPARROW)\r\n\tfloat geo = 2.0 * NH * min(NE, NL)" +";\r\n\tgeo /= max(EH, geo);\r\n #endif \r\n\r\n #if defined(USE_COOK_TOR" +"RANCE)\r\n\tfloat m_sq = 2.0 / max(shininess, EPSILON);\r\n\tfloat NH_sq = " +"NH * NH;\r\n\tfloat m_NH_sq = m_sq * NH_sq;\r\n\tfloat beckmann = exp((NH_s" +"q - 1.0) / max(m_NH_sq, EPSILON)) / max(4.0 * m_NH_sq * NH_sq, EPSILON);\r" +"\n\r\n\treturn fresnel * geo * beckmann / max(NE, EPSILON);\r\n #endif\r\n" +"\r\n #if defined(USE_TRIACE)\r\n\tfloat scale = 0.1248582 * shininess + 0." +"2691817;\r\n\r\n\treturn fresnel * scale * blinn / max(max(NL, NE), EPSILON" +");\r\n #endif\r\n \r\n #if defined(USE_TORRANCE_SPARROW)\r\n\tfloat scal" +"e = 0.125 * shininess + 1.0;\r\n\r\n\treturn fresnel * geo * scale * blinn " +"/ max(NE, EPSILON);\r\n #endif\r\n}\r\n#endif\r\n\r\nvoid main()\r\n{\r\n#" +"if !defined(USE_FAST_LIGHT) && (defined(USE_LIGHT) || defined(USE_NORMALMAP" +"))\r\n\tvec3 surfNormal = normalize(var_Normal);\r\n#endif\r\n\r\n#if defin" +"ed(USE_DELUXEMAP)\r\n\tvec3 worldLight = 2.0 * texture2D(u_DeluxeMap, var_L" +"ightTex).xyz - vec3(1.0);\r\n\t//worldLight += var_WorldLight * 0.0001;\r\n" +"#elif defined(USE_LIGHT)\r\n\tvec3 worldLight = var_WorldLight;\r\n#endif\r" +"\n\r\n#if defined(USE_LIGHTMAP)\r\n\tvec4 lightSample = texture2D(u_LightMa" +"p, var_LightTex).rgba;\r\n #if defined(RGBE_LIGHTMAP)\r\n\tlightSample.rgb" +" *= exp2(lightSample.a * 255.0 - 128.0);\r\n #endif\r\n\tvec3 directedLigh" +"t = lightSample.rgb;\r\n#elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAS" +"T_LIGHT)\r\n #if defined(USE_INVSQRLIGHT)\r\n\tfloat intensity = 1.0 / dot" +"(worldLight, worldLight);\r\n #else\r\n\tfloat intensity = clamp((1.0 - do" +"t(worldLight, worldLight) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1" +".0);\r\n #endif\r\n\r\n\tvec3 directedLight = u_DirectedLight * intensity;" +"\r\n\tvec3 ambientLight = u_AmbientLight;\r\n\r\n #if defined(USE_SHADOWM" +"AP)\r\n\t//vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;\r\n\tvec2 shadow" +"Tex = var_ScreenPos.xy / var_ScreenPos.w;\r\n\tdirectedLight *= texture2D(u" +"_ShadowMap, shadowTex).r;\r\n #endif\r\n#elif defined(USE_LIGHT_VERTEX) &&" +" !defined(USE_FAST_LIGHT)\r\n\tvec3 directedLight = var_VertLight;\r\n#endi" +"f\r\n\t\r\n#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE" +"_LIGHT) && !defined(USE_FAST_LIGHT))\r\n\tvec3 SampleToView = normalize(var" +"_SampleToView);\r\n#endif\r\n\tvec2 tex = var_DiffuseTex;\r\n\r\n\tfloat am" +"bientDiff = 1.0;\r\n\r\n#if defined(USE_NORMALMAP)\r\n #if defined(USE_VER" +"T_TANGENT_SPACE)\r\n vec3 tangent = var_Tangent;\r\n\tvec3 bitangent =" +" var_Bitangent;\r\n #else\r\n\tvec3 q0 = dFdx(var_Position);\r\n\tvec3 q1" +" = dFdy(var_Position);\r\n\tvec2 st0 = dFdx(tex);\r\n\tvec2 st1 = dFdy(tex" +");\r\n\tfloat dir = sign(st1.t * st0.s - st0.t * st1.s);\r\n\r\n\tvec3 ta" +"ngent = normalize( q0 * st1.t - q1 * st0.t) * dir;\r\n\tvec3 bitangent = -n" +"ormalize( q0 * st1.s - q1 * st0.s) * dir;\r\n #endif\r\n\r\n\tmat3 tangent" +"ToWorld = mat3(tangent, bitangent, var_Normal);\r\n\r\n #if defined(USE_PA" +"RALLAXMAP)\r\n\tvec3 offsetDir = normalize(SampleToView * tangentToWorld);" +"\r\n #if 0\r\n float height = SampleHeight(u_NormalMap, tex);\r\n\tfl" +"oat pdist = 0.05 * height - (0.05 / 2.0);\r\n #else\r\n\toffsetDir.xy *=" +" -0.05 / offsetDir.z;\r\n\tfloat pdist = RayIntersectDisplaceMap(tex, offse" +"tDir.xy, u_NormalMap);\r\n #endif\t\r\n\ttex += offsetDir.xy * pdist;\r" +"\n #endif\r\n #if defined(SWIZZLE_NORMALMAP)\r\n\tvec3 normal = 2.0 * tex" +"ture2D(u_NormalMap, tex).agb - 1.0;\r\n #else\r\n\tvec3 normal = 2.0 * tex" +"ture2D(u_NormalMap, tex).rgb - 1.0;\r\n #endif\r\n\tnormal.z = sqrt(clamp(" +"1.0 - dot(normal.xy, normal.xy), 0.0, 1.0));\r\n\tvec3 worldNormal = tangen" +"tToWorld * normal;\r\n #if defined(r_normalAmbient)\r\n\tambientDiff = 0.7" +"81341 * normal.z + 0.218659;\r\n #endif\r\n#elif defined(USE_LIGHT) && !de" +"fined(USE_FAST_LIGHT)\r\n\tvec3 worldNormal = surfNormal;\r\n#endif\r\n\r\n" +"#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || (defined(USE_TCGEN)" +" && defined(USE_NORMALMAP))\r\n\tworldNormal = normalize(worldNormal);\r\n#" +"endif\r\n\r\n#if defined(USE_TCGEN) && defined(USE_NORMALMAP)\r\n\tif (u_TC" +"Gen0 == TCGEN_ENVIRONMENT_MAPPED)\r\n\t{\r\n\t\ttex = -reflect(normalize(Sa" +"mpleToView), worldNormal).yz * vec2(0.5, -0.5) + 0.5;\r\n\t}\r\n#endif\r\n" +"\r\n\tvec4 diffuse = texture2D(u_DiffuseMap, tex);\r\n\r\n#if defined(USE_L" +"IGHT) && defined(USE_FAST_LIGHT)\r\n #if defined(USE_LIGHTMAP)\r\n\tdiffus" +"e.rgb *= directedLight;\r\n #endif\r\n#elif defined(USE_LIGHT)\r\n\tworldL" +"ight = normalize(worldLight);\r\n\r\n #if defined(USE_LIGHTMAP) || defined" +"(USE_LIGHT_VERTEX)\r\n\t#if defined(r_normalAmbient)\r\n\tvec3 ambientLight" +" = directedLight * r_normalAmbient;\r\n\tdirectedLight -= ambientLight;\r\n" +" #else\r\n\tvec3 ambientLight = vec3(0.0);\r\n #endif\r\n\tdirectedLi" +"ght /= max(dot(surfNormal, worldLight), 0.004);\r\n #endif\r\n\r\n\tfloat " +"NL = clamp(dot(worldNormal, worldLight), 0.0, 1.0);\r\n\tfloat surfNL = " +"clamp(dot(surfNormal, worldLight), 0.0, 1.0);\r\n\tNL = min(NL, surfNL *" +" 2.0);\r\n\tfloat NE = clamp(dot(worldNormal, SampleToView), 0.0, 1.0);\r" +"\n\t\r\n\tfloat fzero = u_MaterialInfo.x;\r\n\tfloat shininess = u_Material" +"Info.y;\r\n #if defined(USE_SPECULARMAP)\r\n\tvec4 specular = texture2D(u_" +"SpecularMap, tex);\r\n\t//specular.rgb = clamp(specular.rgb - diffuse.rgb, " +"0.0, 1.0);\r\n\tshininess *= specular.a;\r\n #endif\r\n\tfloat directedDif" +"f = NL * CalcDiffuse(worldNormal, worldLight, SampleToView, NE, NL, fzero, " +"shininess);\r\n\tdiffuse.rgb *= directedLight * directedDiff + ambientDiff " +"* ambientLight;\r\n \r\n #if defined(USE_SPECULARMAP)\r\n\tvec3 halfAngle" +" = normalize(worldLight + SampleToView);\r\n\r\n\tfloat EH = clamp(dot(Samp" +"leToView, halfAngle), 0.0, 1.0);\r\n\tfloat NH = clamp(dot(worldNormal, ha" +"lfAngle), 0.0, 1.0);\r\n\r\n\tfloat directedSpec = NL * CalcSpecular(NH, NL" +", NE, EH, fzero, shininess);\r\n \r\n #if defined(r_normalAmbient)\r\n" +"\tvec3 ambientHalf = normalize(surfNormal + SampleToView);\r\n\tfloat ambie" +"ntSpec = max(dot(ambientHalf, worldNormal) + 0.5, 0.0);\r\n\tambientSpec *=" +" ambientSpec * 0.44;\r\n\tambientSpec = pow(ambientSpec, shininess) * fzero" +";\r\n\tspecular.rgb *= directedSpec * directedLight + ambientSpec * ambient" +"Light;\r\n #else\r\n\tspecular.rgb *= directedSpec * directedLight;\r\n " +" #endif\r\n #endif\r\n#endif\r\n\r\n\tgl_FragColor = diffuse;\r\n\r\n#if" +" defined(USE_SPECULARMAP) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)" +"\r\n\tgl_FragColor.rgb += specular.rgb;\r\n#endif\r\n\r\n\tgl_FragColor *= " +"var_Color;\r\n}\r\n"; static const char *fallbackShadowfillShader_vp = "attribute vec4 attr_Position;\r\nattribute vec3 attr_Normal;\r\nattribute" @@ -451,32 +472,30 @@ static const char *fallbackShadowfillShader_vp = "niform float u_DeformParams[5];\r\n//#endif\r\n\r\nuniform float u_Tim" "e;\r\nuniform mat4 u_ModelViewProjectionMatrix;\r\n\r\nuniform mat4 u_" "ModelMatrix;\r\n\r\n//#if defined(USE_VERTEX_ANIMATION)\r\nuniform float " -"u_VertexLerp;\r\n//#endif\r\n\r\nvarying vec3 var_Position;\r\n\r\nfloat" -" triangle(float x)\r\n{\r\n\treturn max(1.0 - abs(x), 0);\r\n}\r\n\r\nfloat" -" sawtooth(float x)\r\n{\r\n\treturn x - floor(x);\r\n}\r\n\r\nvec4 DeformPo" -"sition(const vec4 pos, const vec3 normal, const vec2 st)\r\n{\r\n\tif (u_De" -"formGen == 0)\r\n\t{\r\n\t\treturn pos;\r\n\t}\r\n\r\n\tfloat base = u" -"_DeformParams[0];\r\n\tfloat amplitude = u_DeformParams[1];\r\n\tfloat phas" -"e = u_DeformParams[2];\r\n\tfloat frequency = u_DeformParams[3];\r\n\tf" -"loat spread = u_DeformParams[4];\r\n\t\t\r\n\tif (u_DeformGen <= DGEN_WA" -"VE_INVERSE_SAWTOOTH)\r\n\t{\r\n\t\tphase += (pos.x + pos.y + pos.z) * sprea" -"d;\r\n\t}\r\n\telse if (u_DeformGen == DGEN_BULGE)\r\n\t{\r\n\t\tphase *= M" -"_PI * 0.25 * st.x;\r\n\t}\r\n\r\n\tfloat value = phase + (u_Time * frequenc" -"y);\r\n\tfloat func;\r\n\r\n\tif (u_DeformGen == DGEN_WAVE_SIN)\r\n\t{\r\n" +"u_VertexLerp;\r\n//#endif\r\n\r\nvarying vec3 var_Position;\r\n\r\nvec3 " +"DeformPosition(const vec3 pos, const vec3 normal, const vec2 st)\r\n{\r\n\t" +"if (u_DeformGen == 0)\r\n\t{\r\n\t\treturn pos;\r\n\t}\r\n\r\n\tfloat base " +"= u_DeformParams[0];\r\n\tfloat amplitude = u_DeformParams[1];\r\n\tfl" +"oat phase = u_DeformParams[2];\r\n\tfloat frequency = u_DeformParams[3]" +";\r\n\tfloat spread = u_DeformParams[4];\r\n\r\n\tif (u_DeformGen == DGE" +"N_BULGE)\r\n\t{\r\n\t\tphase *= M_PI * 0.25 * st.x;\r\n\t}\r\n\telse // if " +"(u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH)\r\n\t{\r\n\t\tphase += dot(pos." +"xyz, vec3(spread));\r\n\t}\r\n\r\n\tfloat value = phase + (u_Time * frequen" +"cy);\r\n\tfloat func;\r\n\r\n\tif (u_DeformGen == DGEN_WAVE_SIN)\r\n\t{\r\n" "\t\tfunc = sin(value * 2.0 * M_PI);\r\n\t}\r\n\telse if (u_DeformGen == DGE" "N_WAVE_SQUARE)\r\n\t{\r\n\t\tfunc = sign(sin(value * 2.0 * M_PI));\r\n\t}\r" -"\n\telse if (u_DeformGen == DGEN_WAVE_TRIANGLE)\r\n\t{\r\n\t\tfunc = triang" -"le(value);\r\n\t}\r\n\telse if (u_DeformGen == DGEN_WAVE_SAWTOOTH)\r\n\t{\r" -"\n\t\tfunc = sawtooth(value);\r\n\t}\r\n\telse if (u_DeformGen == DGEN_WAVE" -"_INVERSE_SAWTOOTH)\r\n\t{\r\n\t\tfunc = (1.0 - sawtooth(value));\r\n\t}\r\n" -"\telse if (u_DeformGen == DGEN_BULGE)\r\n\t{\r\n\t\tfunc = sin(value);\r\n" -"\t}\r\n\r\n\tvec4 deformed = pos;\r\n\tdeformed.xyz += normal * (base + fun" -"c * amplitude);\r\n\r\n\treturn deformed;\r\n\r\n}\r\n\r\n\r\nvoid main()\r" -"\n{\r\n\tvec4 position = mix(attr_Position, attr_Position2, u_VertexLerp);" -"\r\n\tvec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp))" -";\r\n\r\n\tposition = DeformPosition(position, normal, attr_TexCoord0.st);" -"\r\n\r\n\tgl_Position = u_ModelViewProjectionMatrix * position;\r\n\t\r\n\t" -"var_Position = (u_ModelMatrix * position).xyz;\r\n}\r\n"; +"\n\telse if (u_DeformGen == DGEN_WAVE_TRIANGLE)\r\n\t{\r\n\t\tfunc = abs(fr" +"act(value + 0.75) - 0.5) * 4.0 - 1.0;\r\n\t}\r\n\telse if (u_DeformGen == D" +"GEN_WAVE_SAWTOOTH)\r\n\t{\r\n\t\tfunc = fract(value);\r\n\t}\r\n\telse if (" +"u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH)\r\n\t{\r\n\t\tfunc = (1.0 - frac" +"t(value));\r\n\t}\r\n\telse if (u_DeformGen == DGEN_BULGE)\r\n\t{\r\n\t\tfu" +"nc = sin(value);\r\n\t}\r\n\r\n\treturn pos + normal * (base + func * ampli" +"tude);\r\n}\r\n\r\nvoid main()\r\n{\r\n\tvec4 position = mix(attr_Position," +" attr_Position2, u_VertexLerp);\r\n\tvec3 normal = normalize(mix(attr_Norma" +"l, attr_Normal2, u_VertexLerp));\r\n\r\n\tposition.xyz = DeformPosition(pos" +"ition.xyz, normal, attr_TexCoord0.st);\r\n\r\n\tgl_Position = u_ModelViewPr" +"ojectionMatrix * position;\r\n\t\r\n\tvar_Position = (u_ModelMatrix * posi" +"tion).xyz;\r\n}\r\n"; static const char *fallbackShadowfillShader_fp = "uniform vec4 u_LightOrigin;\r\nuniform float u_LightRadius;\r\n\r\nvarying" @@ -1615,10 +1634,7 @@ void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_ vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]); if (uniforms[uniformNum] == -1) - { - ri.Printf( PRINT_ALL, "well shit.\n"); return; - } if (program->uniformTypes[uniformNum] != GLSL_FLOAT5) { @@ -1725,8 +1741,11 @@ void GLSL_InitGPUShaders(void) if (i & GENERICDEF_USE_DEFORM_VERTEXES) Q_strcat(extradefines, 1024, "#define USE_DEFORM_VERTEXES\n"); - if (i & GENERICDEF_USE_TCGEN) + if (i & GENERICDEF_USE_TCGEN_AND_TCMOD) + { Q_strcat(extradefines, 1024, "#define USE_TCGEN\n"); + Q_strcat(extradefines, 1024, "#define USE_TCMOD\n"); + } if (i & GENERICDEF_USE_VERTEX_ANIMATION) { @@ -1769,7 +1788,7 @@ void GLSL_InitGPUShaders(void) GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_PORTALRANGE, "u_PortalRange", GLSL_FLOAT); } - if (i & GENERICDEF_USE_TCGEN) + if (i & GENERICDEF_USE_TCGEN_AND_TCMOD) { GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TCGEN0, "u_TCGen0", GLSL_INT); GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TCGEN0VECTOR0, "u_TCGen0Vector0", GLSL_VEC3); @@ -1792,7 +1811,8 @@ void GLSL_InitGPUShaders(void) GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TIME, "u_Time", GLSL_FLOAT); GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_VIEWORIGIN, "u_ViewOrigin", GLSL_VEC3); - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSETEXMATRIX, "u_DiffuseTexMatrix", GLSL_MAT16); + GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSETEXMATRIX, "u_DiffuseTexMatrix", GLSL_VEC4); + GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSETEXOFFTURB,"u_DiffuseTexOffTurb",GLSL_VEC4); GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TEXTURE1ENV, "u_Texture1Env", GLSL_INT); GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSEMAP, "u_DiffuseMap", GLSL_INT); @@ -1838,54 +1858,72 @@ void GLSL_InitGPUShaders(void) numEtcShaders++; - - attribs = ATTR_POSITION | ATTR_POSITION2 | ATTR_NORMAL | ATTR_NORMAL2 | ATTR_TEXCOORD; - - if (!GLSL_InitGPUShader(&tr.fogShader, "fogpass", attribs, qtrue, NULL, qtrue, fallbackFogPassShader_vp, fallbackFogPassShader_fp, FOGPASS_UNIFORM_COUNT)) + for (i = 0; i < FOGDEF_COUNT; i++) { - ri.Error(ERR_FATAL, "Could not load fogpass shader!\n"); + attribs = ATTR_POSITION | ATTR_POSITION2 | ATTR_NORMAL | ATTR_NORMAL2 | ATTR_TEXCOORD; + extradefines[0] = '\0'; + + if (i & FOGDEF_USE_DEFORM_VERTEXES) + Q_strcat(extradefines, 1024, "#define USE_DEFORM_VERTEXES\n"); + + if (i & FOGDEF_USE_VERTEX_ANIMATION) + Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n"); + + if (!GLSL_InitGPUShader(&tr.fogShader[i], "fogpass", attribs, qtrue, extradefines, qtrue, fallbackFogPassShader_vp, fallbackFogPassShader_fp, FOGPASS_UNIFORM_COUNT)) + { + ri.Error(ERR_FATAL, "Could not load fogpass shader!\n"); + } + + GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_FOGDISTANCE, "u_FogDistance", GLSL_VEC4); + GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_FOGDEPTH, "u_FogDepth", GLSL_VEC4); + GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_FOGEYET, "u_FogEyeT", GLSL_FLOAT); + GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT); + GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5); + GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_TIME, "u_Time", GLSL_FLOAT); + GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_COLOR, "u_Color", GLSL_VEC4); + GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16); + GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT); + + GLSL_EndUniforms(&tr.fogShader[i]); + GLSL_FinishGPUShader(&tr.fogShader[i]); + + numEtcShaders++; } - GLSL_AddUniform(&tr.fogShader, FOGPASS_UNIFORM_FOGDISTANCE, "u_FogDistance", GLSL_VEC4); - GLSL_AddUniform(&tr.fogShader, FOGPASS_UNIFORM_FOGDEPTH, "u_FogDepth", GLSL_VEC4); - GLSL_AddUniform(&tr.fogShader, FOGPASS_UNIFORM_FOGEYET, "u_FogEyeT", GLSL_FLOAT); - GLSL_AddUniform(&tr.fogShader, FOGPASS_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT); - GLSL_AddUniform(&tr.fogShader, FOGPASS_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5); - GLSL_AddUniform(&tr.fogShader, FOGPASS_UNIFORM_TIME, "u_Time", GLSL_FLOAT); - GLSL_AddUniform(&tr.fogShader, FOGPASS_UNIFORM_COLOR, "u_Color", GLSL_VEC4); - GLSL_AddUniform(&tr.fogShader, FOGPASS_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16); - GLSL_AddUniform(&tr.fogShader, FOGPASS_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT); - - GLSL_EndUniforms(&tr.fogShader); - GLSL_FinishGPUShader(&tr.fogShader); - numEtcShaders++; - - - attribs = ATTR_POSITION | ATTR_NORMAL | ATTR_TEXCOORD; - - if (!GLSL_InitGPUShader(&tr.dlightallShader, "dlight", attribs, qtrue, NULL, qtrue, fallbackDlightShader_vp, fallbackDlightShader_fp, DLIGHT_UNIFORM_COUNT)) + for (i = 0; i < DLIGHTDEF_COUNT; i++) { - ri.Error(ERR_FATAL, "Could not load dlight shader!\n"); + attribs = ATTR_POSITION | ATTR_NORMAL | ATTR_TEXCOORD; + extradefines[0] = '\0'; + + if (i & DLIGHTDEF_USE_DEFORM_VERTEXES) + { + Q_strcat(extradefines, 1024, "#define USE_DEFORM_VERTEXES\n"); + } + + if (!GLSL_InitGPUShader(&tr.dlightShader[i], "dlight", attribs, qtrue, extradefines, qtrue, fallbackDlightShader_vp, fallbackDlightShader_fp, DLIGHT_UNIFORM_COUNT)) + { + ri.Error(ERR_FATAL, "Could not load dlight shader!\n"); + } + + GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_DLIGHTINFO, "u_DlightInfo", GLSL_VEC4); + GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT); + GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5); + GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_TIME, "u_Time", GLSL_FLOAT); + GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_COLOR, "u_Color", GLSL_VEC4); + GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16); + + GLSL_EndUniforms(&tr.dlightShader[i]); + + qglUseProgramObjectARB(tr.dlightShader[i].program); + GLSL_SetUniformInt(&tr.dlightShader[i], DLIGHT_UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP); + qglUseProgramObjectARB(0); + + GLSL_FinishGPUShader(&tr.dlightShader[i]); + + numEtcShaders++; } - GLSL_AddUniform(&tr.dlightallShader, DLIGHT_UNIFORM_DLIGHTINFO, "u_DlightInfo", GLSL_VEC4); - GLSL_AddUniform(&tr.dlightallShader, DLIGHT_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT); - GLSL_AddUniform(&tr.dlightallShader, DLIGHT_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5); - GLSL_AddUniform(&tr.dlightallShader, DLIGHT_UNIFORM_TIME, "u_Time", GLSL_FLOAT); - GLSL_AddUniform(&tr.dlightallShader, DLIGHT_UNIFORM_COLOR, "u_Color", GLSL_VEC4); - GLSL_AddUniform(&tr.dlightallShader, DLIGHT_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16); - - GLSL_EndUniforms(&tr.dlightallShader); - - qglUseProgramObjectARB(tr.dlightallShader.program); - GLSL_SetUniformInt(&tr.dlightallShader, DLIGHT_UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP); - qglUseProgramObjectARB(0); - - GLSL_FinishGPUShader(&tr.dlightallShader); - - numEtcShaders++; - for (i = 0; i < LIGHTDEF_COUNT; i++) { @@ -2007,8 +2045,11 @@ void GLSL_InitGPUShaders(void) if (i & LIGHTDEF_USE_SHADOWMAP) Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n"); - if (i & LIGHTDEF_TCGEN_ENVIRONMENT) - Q_strcat(extradefines, 1024, "#define TCGEN_ENVIRONMENT\n"); + if (i & LIGHTDEF_USE_TCGEN_AND_TCMOD) + { + Q_strcat(extradefines, 1024, "#define USE_TCGEN\n"); + Q_strcat(extradefines, 1024, "#define USE_TCMOD\n"); + } if (i & LIGHTDEF_ENTITY) { @@ -2030,11 +2071,14 @@ void GLSL_InitGPUShaders(void) GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16); GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MODELMATRIX, "u_ModelMatrix", GLSL_MAT16); - GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSETEXMATRIX, "u_DiffuseTexMatrix", GLSL_MAT16); + GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSETEXMATRIX, "u_DiffuseTexMatrix", GLSL_VEC4); + GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSETEXOFFTURB, "u_DiffuseTexOffTurb", GLSL_VEC4); //GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_NORMALTEXMATRIX, "u_NormalTexMatrix", GLSL_MAT16); //GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARTEXMATRIX, "u_SpecularTexMatrix", GLSL_MAT16); GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VIEWORIGIN, "u_ViewOrigin", GLSL_VEC3); + GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_TCGEN0, "u_TCGen0", GLSL_INT); + GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSEMAP, "u_DiffuseMap", GLSL_INT); GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTMAP, "u_LightMap", GLSL_INT); GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_NORMALMAP, "u_NormalMap", GLSL_INT); @@ -2415,8 +2459,12 @@ void GLSL_ShutdownGPUShaders(void) GLSL_DeleteGPUShader(&tr.genericShader[i]); GLSL_DeleteGPUShader(&tr.textureColorShader); - GLSL_DeleteGPUShader(&tr.fogShader); - GLSL_DeleteGPUShader(&tr.dlightallShader); + + for ( i = 0; i < FOGDEF_COUNT; i++) + GLSL_DeleteGPUShader(&tr.fogShader[i]); + + for ( i = 0; i < DLIGHTDEF_COUNT; i++) + GLSL_DeleteGPUShader(&tr.dlightShader[i]); for ( i = 0; i < LIGHTDEF_COUNT; i++) GLSL_DeleteGPUShader(&tr.lightallShader[i]); @@ -2808,7 +2856,7 @@ shaderProgram_t *GLSL_GetGenericShaderProgram(int stage) if (pStage->bundle[0].tcGen != TCGEN_TEXTURE) { - shaderAttribs |= GENERICDEF_USE_TCGEN; + shaderAttribs |= GENERICDEF_USE_TCGEN_AND_TCMOD; } if (tess.shader->numDeforms && !ShaderRequiresCPUDeforms(tess.shader)) @@ -2821,5 +2869,10 @@ shaderProgram_t *GLSL_GetGenericShaderProgram(int stage) shaderAttribs |= GENERICDEF_USE_VERTEX_ANIMATION; } + if (pStage->bundle[0].numTexMods) + { + shaderAttribs |= GENERICDEF_USE_TCGEN_AND_TCMOD; + } + return &tr.genericShader[shaderAttribs]; } diff --git a/code/rend2/tr_local.h b/code/rend2/tr_local.h index f87ea58c..84829dc6 100644 --- a/code/rend2/tr_local.h +++ b/code/rend2/tr_local.h @@ -718,7 +718,7 @@ enum enum { GENERICDEF_USE_DEFORM_VERTEXES = 0x0001, - GENERICDEF_USE_TCGEN = 0x0002, + GENERICDEF_USE_TCGEN_AND_TCMOD = 0x0002, GENERICDEF_USE_VERTEX_ANIMATION = 0x0004, GENERICDEF_USE_FOG = 0x0008, GENERICDEF_USE_RGBAGEN = 0x0010, @@ -729,19 +729,34 @@ enum enum { - LIGHTDEF_USE_LIGHTMAP = 0x0001, - LIGHTDEF_USE_LIGHT_VECTOR = 0x0002, - LIGHTDEF_USE_LIGHT_VERTEX = 0x0003, - LIGHTDEF_LIGHTTYPE_MASK = 0x0003, - LIGHTDEF_USE_NORMALMAP = 0x0004, - LIGHTDEF_USE_SPECULARMAP = 0x0008, - LIGHTDEF_USE_DELUXEMAP = 0x0010, - LIGHTDEF_USE_PARALLAXMAP = 0x0020, - LIGHTDEF_USE_SHADOWMAP = 0x0040, - LIGHTDEF_TCGEN_ENVIRONMENT = 0x0080, - LIGHTDEF_ENTITY = 0x0100, - LIGHTDEF_ALL = 0x01FF, - LIGHTDEF_COUNT = 0x0200 + FOGDEF_USE_DEFORM_VERTEXES = 0x0001, + FOGDEF_USE_VERTEX_ANIMATION = 0x0002, + FOGDEF_ALL = 0x0003, + FOGDEF_COUNT = 0x0004, +}; + +enum +{ + DLIGHTDEF_USE_DEFORM_VERTEXES = 0x0001, + DLIGHTDEF_ALL = 0x0001, + DLIGHTDEF_COUNT = 0x0002, +}; + +enum +{ + LIGHTDEF_USE_LIGHTMAP = 0x0001, + LIGHTDEF_USE_LIGHT_VECTOR = 0x0002, + LIGHTDEF_USE_LIGHT_VERTEX = 0x0003, + LIGHTDEF_LIGHTTYPE_MASK = 0x0003, + LIGHTDEF_ENTITY = 0x0004, + LIGHTDEF_USE_TCGEN_AND_TCMOD = 0x0008, + LIGHTDEF_USE_NORMALMAP = 0x0010, + LIGHTDEF_USE_SPECULARMAP = 0x0020, + LIGHTDEF_USE_DELUXEMAP = 0x0040, + LIGHTDEF_USE_PARALLAXMAP = 0x0080, + LIGHTDEF_USE_SHADOWMAP = 0x0100, + LIGHTDEF_ALL = 0x01FF, + LIGHTDEF_COUNT = 0x0200 }; enum @@ -769,8 +784,8 @@ typedef struct shaderProgram_s // uniform parameters int numUniforms; GLint *uniforms; - GLint *uniformTypes; - int *uniformBufferOffsets; + char *uniformTypes; // max 127 uniform types + short *uniformBufferOffsets; // max 32767/64=511 uniforms char *uniformBuffer; } shaderProgram_t; @@ -839,6 +854,7 @@ enum GENERIC_UNIFORM_SPECULARMAP, GENERIC_UNIFORM_SHADOWMAP, GENERIC_UNIFORM_DIFFUSETEXMATRIX, + GENERIC_UNIFORM_DIFFUSETEXOFFTURB, //GENERIC_UNIFORM_NORMALTEXMATRIX, //GENERIC_UNIFORM_SPECULARTEXMATRIX, GENERIC_UNIFORM_TEXTURE1ENV, @@ -1863,8 +1879,8 @@ typedef struct { // shaderProgram_t genericShader[GENERICDEF_COUNT]; shaderProgram_t textureColorShader; - shaderProgram_t fogShader; - shaderProgram_t dlightallShader; + shaderProgram_t fogShader[FOGDEF_COUNT]; + shaderProgram_t dlightShader[DLIGHTDEF_COUNT]; shaderProgram_t lightallShader[LIGHTDEF_COUNT]; shaderProgram_t shadowmapShader; shaderProgram_t pshadowShader; diff --git a/code/rend2/tr_shade.c b/code/rend2/tr_shade.c index ba2b8460..f0bcd7f8 100644 --- a/code/rend2/tr_shade.c +++ b/code/rend2/tr_shade.c @@ -363,7 +363,7 @@ static void ProjectDlightTexture( void ) { radius = dl->radius; scale = 1.0f / radius; - sp = &tr.dlightallShader; + sp = &tr.dlightShader[deformGen == DGEN_NONE ? 0 : 1]; backEnd.pc.c_dlightDraws++; @@ -397,10 +397,10 @@ static void ProjectDlightTexture( void ) { // include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light // where they aren't rendered if ( dl->additive ) { - GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); + GL_State( GLS_ATEST_GT_0 | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); } else { - GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); + GL_State( GLS_ATEST_GT_0 | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); } if (tess.multiDrawPrimitives) @@ -462,12 +462,12 @@ static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t case CGEN_EXACT_VERTEX_LIT: baseColor[0] = baseColor[1] = - baseColor[2] = 1.0f; + baseColor[2] = baseColor[3] = 0.0f; vertColor[0] = vertColor[1] = - vertColor[2] = 0.0f; + vertColor[2] = vertColor[3] = 1.0f; break; case CGEN_CONST: @@ -495,13 +495,13 @@ static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t case CGEN_VERTEX_LIT: baseColor[0] = baseColor[1] = - baseColor[2] = tr.identityLight; + baseColor[2] = baseColor[3] = 0.0f; vertColor[0] = vertColor[1] = - vertColor[2] = 0.0f; - vertColor[3] = 1.0f; + vertColor[2] = + vertColor[3] = tr.identityLight; break; case CGEN_ONE_MINUS_VERTEX: baseColor[0] = @@ -850,7 +850,14 @@ static void ForwardDlight( void ) { } ComputeTexMatrix( pStage, TB_DIFFUSEMAP, matrix ); - GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, matrix); + + VectorSet4(vector, matrix[0], matrix[1], matrix[4], matrix[5]); + GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, vector); + + VectorSet4(vector, matrix[8], matrix[9], matrix[12], matrix[13]); + GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXOFFTURB, vector); + + GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TCGEN0, pStage->bundle[0].tcGen); // // draw @@ -926,7 +933,7 @@ static void ForwardSunlight( void ) { { shaderStage_t *pStage = input->xstages[stage]; shaderProgram_t *sp; - //vec4_t vector; + vec4_t vector; matrix_t matrix; if ( !pStage ) @@ -1046,7 +1053,14 @@ static void ForwardSunlight( void ) { GL_BindToTMU(tr.screenShadowImage, TB_SHADOWMAP); ComputeTexMatrix( pStage, TB_DIFFUSEMAP, matrix ); - GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, matrix); + + VectorSet4(vector, matrix[0], matrix[1], matrix[4], matrix[5]); + GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, vector); + + VectorSet4(vector, matrix[8], matrix[9], matrix[12], matrix[13]); + GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXOFFTURB, vector); + + GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TCGEN0, pStage->bundle[0].tcGen); // // draw @@ -1155,13 +1169,25 @@ static void RB_FogPass( void ) { vec4_t color; vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0}; float eyeT = 0; - shaderProgram_t *sp = &tr.fogShader; + shaderProgram_t *sp; int deformGen; vec5_t deformParams; ComputeDeformValues(&deformGen, deformParams); + { + int index = 0; + + if (deformGen |= DGEN_NONE) + index |= FOGDEF_USE_DEFORM_VERTEXES; + + if (glState.vertexAttribsInterpolation) + index |= FOGDEF_USE_VERTEX_ANIMATION; + + sp = &tr.fogShader[index]; + } + backEnd.pc.c_fogDraws++; GLSL_BindProgram(sp); @@ -1415,7 +1441,15 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input ) } ComputeTexMatrix( pStage, TB_DIFFUSEMAP, matrix ); - GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, matrix); + + { + vec4_t vector; + VectorSet4(vector, matrix[0], matrix[1], matrix[4], matrix[5]); + GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, vector); + + VectorSet4(vector, matrix[8], matrix[9], matrix[12], matrix[13]); + GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXOFFTURB, vector); + } GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TCGEN0, pStage->bundle[0].tcGen); if (pStage->bundle[0].tcGen == TCGEN_VECTOR) diff --git a/code/rend2/tr_shader.c b/code/rend2/tr_shader.c index 59cba8fa..d66b5408 100644 --- a/code/rend2/tr_shader.c +++ b/code/rend2/tr_shader.c @@ -2234,9 +2234,9 @@ static void CollapseStagesToLightall(shaderStage_t *diffuse, } } - if (environment) + if (environment || diffuse->bundle[0].numTexMods) { - defs |= LIGHTDEF_TCGEN_ENVIRONMENT; + defs |= LIGHTDEF_USE_TCGEN_AND_TCMOD; } //ri.Printf(PRINT_ALL, ".\n"); diff --git a/code/rend2/tr_sky.c b/code/rend2/tr_sky.c index 76bb45aa..62f0cadd 100644 --- a/code/rend2/tr_sky.c +++ b/code/rend2/tr_sky.c @@ -440,7 +440,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max */ { shaderProgram_t *sp = &tr.lightallShader[0]; - matrix_t matrix; + vec4_t vector; GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD); GLSL_BindProgram(sp); @@ -459,8 +459,11 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max color[3] = 0.0f; GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_VERTCOLOR, color); - Matrix16Identity(matrix); - GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, matrix); + VectorSet4(vector, 1.0, 0.0, 0.0, 1.0); + GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, vector); + + VectorSet4(vector, 0.0, 0.0, 0.0, 0.0); + GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXOFFTURB, vector); } R_DrawElementsVBO(tess.numIndexes - tess.firstIndex, tess.firstIndex, tess.minIndex, tess.maxIndex);