!!permu FULLBRIGHT !!permu UPPERLOWER !!permu FRAMEBLEND !!permu SKELETAL !!permu FOG !!permu BUMP !!cvarf r_glsl_offsetmapping_scale !!cvarf gl_specular //standard shader used for models. //must support skeletal and 2-way vertex blending or Bad Things Will Happen. //the vertex shader is responsible for calculating lighting values. varying vec2 tc; varying vec3 light; #if defined(SPECULAR) || defined(OFFSETMAPPING) varying vec3 eyevector; #endif #ifdef VERTEX_SHADER #include "sys/skeletal.h" attribute vec2 v_texcoord; uniform float e_time; uniform vec3 e_light_dir; uniform vec3 e_light_mul; uniform vec3 e_light_ambient; #if defined(SPECULAR) || defined(OFFSETMAPPING) uniform vec3 e_eyepos; #endif void main () { #if defined(SPECULAR)||defined(OFFSETMAPPING) vec3 n, s, t, w; gl_Position = skeletaltransform_wnst(w,n,s,t); vec3 eyeminusvertex = e_eyepos - w.xyz; eyevector.x = dot(eyeminusvertex, s.xyz); eyevector.y = dot(eyeminusvertex, t.xyz); eyevector.z = dot(eyeminusvertex, n.xyz); #else vec3 n; gl_Position = skeletaltransform_n(n); #endif float d = dot(n,e_light_dir); if (d < 0.0) //vertex shader. this might get ugly, but I don't really want to make it per vertex. d = 0.0; //this avoids the dark side going below the ambient level. light = e_light_ambient + (dot(n,e_light_dir)*e_light_mul); tc = v_texcoord; } #endif #ifdef FRAGMENT_SHADER #include "sys/fog.h" uniform float e_time; uniform sampler2D s_t0; #ifdef LOWER uniform sampler2D s_t1; uniform vec3 e_lowercolour; #endif #ifdef UPPER uniform sampler2D s_t2; uniform vec3 e_uppercolour; #endif #ifdef FULLBRIGHT uniform sampler2D s_t3; #endif #if defined(BUMP) uniform sampler2D s_t4; #endif #if defined(SPECULAR) uniform sampler2D s_t5; uniform float cvar_gl_specular; #endif #ifdef OFFSETMAPPING #include "sys/offsetmapping.h" #endif uniform vec4 e_colourident; void main () { vec4 col, sp; #ifdef OFFSETMAPPING vec2 tcoffsetmap = offsetmap(s_t4, tc, eyevector); #define tc tcoffsetmap #endif col = texture2D(s_t0, tc); #ifdef UPPER vec4 uc = texture2D(s_t2, tc); col.rgb += uc.rgb*e_uppercolour*uc.a; #endif #ifdef LOWER vec4 lc = texture2D(s_t1, tc); col.rgb += lc.rgb*e_lowercolour*lc.a; #endif #if defined(BUMP) && defined(SPECULAR) vec3 bumps = normalize(vec3(texture2D(s_t4, tc)) - 0.5); vec4 specs = texture2D(s_t5, tc); vec3 halfdir = normalize(normalize(eyevector) + vec3(0.0, 0.0, 1.0)); float spec = pow(max(dot(halfdir, bumps), 0.0), 32.0 * specs.a); col.rgb += cvar_gl_specular * spec * specs.rgb; #endif col.rgb *= light; #ifdef FULLBRIGHT vec4 fb = texture2D(s_t3, tc); // col.rgb = mix(col.rgb, fb.rgb, fb.a); col.rgb += fb.rgb * fb.a; #endif col.rgb += clamp((0.2*sin(e_time*5) - 0.2),-0.2,0); gl_FragColor = fog4(col * e_colourident); } #endif