fteqw/plugins/hl2/glsl/vmt/transition.glsl

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!!ver 110
!!permu FOG
!!permu BUMP
!!permu LIGHTSTYLED
!!permu REFLECTCUBEMASK
!!permu UPPERLOWER
!!samps diffuse upper
!!samps lightmap
!!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3
!!samps =BUMP normalmap
// envmaps only
!!samps =REFLECTCUBEMASK reflectmask reflectcube
!!permu FAKESHADOWS
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
#include "sys/defs.h"
varying vec2 tex_c;
varying vec4 vex_color;
varying vec2 lm0;
#ifdef LIGHTSTYLED
varying vec2 lm1, lm2, lm3;
#endif
#ifdef FAKESHADOWS
varying vec4 vtexprojcoord;
#endif
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
varying vec3 eyevector;
varying mat3 invsurface;
#endif
#ifdef VERTEX_SHADER
void lightmapped_init(void)
{
lm0 = v_lmcoord;
#ifdef LIGHTSTYLED
lm1 = v_lmcoord2;
lm2 = v_lmcoord3;
lm3 = v_lmcoord4;
#endif
}
void main ()
{
lightmapped_init();
tex_c = v_texcoord;
gl_Position = ftetransform();
vex_color = v_colour;
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
invsurface = mat3(v_svector, v_tvector, v_normal);
vec3 eyeminusvertex = e_eyepos - v_position.xyz;
eyevector.x = dot(eyeminusvertex, v_svector.xyz);
eyevector.y = dot(eyeminusvertex, v_tvector.xyz);
eyevector.z = dot(eyeminusvertex, v_normal.xyz);
#endif
#ifdef FAKESHADOWS
vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));
#endif
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
#ifdef FAKESHADOWS
#include "sys/pcf.h"
#endif
#ifdef LIGHTSTYLED
#define LIGHTMAP0 texture2D(s_lightmap0, lm0).rgb
#define LIGHTMAP1 texture2D(s_lightmap1, lm1).rgb
#define LIGHTMAP2 texture2D(s_lightmap2, lm2).rgb
#define LIGHTMAP3 texture2D(s_lightmap3, lm3).rgb
#else
#define LIGHTMAP texture2D(s_lightmap, lm0).rgb
#endif
vec3 lightmap_fragment()
{
vec3 lightmaps;
#ifdef LIGHTSTYLED
lightmaps = LIGHTMAP0 * e_lmscale[0].rgb;
lightmaps += LIGHTMAP1 * e_lmscale[1].rgb;
lightmaps += LIGHTMAP2 * e_lmscale[2].rgb;
lightmaps += LIGHTMAP3 * e_lmscale[3].rgb;
#else
lightmaps = LIGHTMAP * e_lmscale.rgb;
#endif
/* the light we're getting is always too bright */
lightmaps *= 0.75;
/* clamp at 1.5 */
if (lightmaps.r > 1.5)
lightmaps.r = 1.5;
if (lightmaps.g > 1.5)
lightmaps.g = 1.5;
if (lightmaps.b > 1.5)
lightmaps.b = 1.5;
return lightmaps;
}
void main (void)
{
vec4 diffuse_f;
diffuse_f.rgb = mix(texture2D(s_diffuse, tex_c).rgb, texture2D(s_upper, tex_c).rgb, vex_color.a);
diffuse_f.a = 1.0;
/* deluxemapping isn't working on Source BSP yet, FIXME */
diffuse_f.rgb *= lightmap_fragment();
#ifdef FAKESHADOWS
diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
/* We currently only use the normal/bumpmap for cubemap warping. move this block out once we do proper radiosity normalmapping */
#ifdef BUMP
/* Source's normalmaps are in the DX format where the green channel is flipped */
vec4 normal_f = texture2D(s_normalmap, tex_c);
normal_f.g *= -1.0;
normal_f.rgb = normalize(normal_f.rgb - 0.5);
#else
vec4 normal_f = vec4(0.0,0.0,1.0,0.0);
#endif
/* when ENVFROMBASE is set or a normal isn't present, we're getting the reflectivity info from the diffusemap's alpha channel */
#if defined(ENVFROMBASE) || !defined(BUMP)
/* since we're sampling from the diffuse = 1.0 fully visible, 0.0 = fully reflective */
#define refl 1.0 - diffuse_f.a
#else
#define refl normal_f.a * 0.5
#endif
vec3 cube_c = reflect(normalize(-eyevector), normal_f.rgb);
cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];
cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
diffuse_f.rgb += (textureCube(s_reflectcube, cube_c).rgb * vec3(refl,refl,refl));
#endif
gl_FragColor = fog4(diffuse_f);
}
#endif