mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 04:11:53 +00:00
167 lines
3.7 KiB
Text
167 lines
3.7 KiB
Text
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!!ver 110
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!!permu FOG
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!!permu BUMP
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!!permu LIGHTSTYLED
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!!permu REFLECTCUBEMASK
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!!samps diffuse
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!!samps lightmap
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!!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3
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!!samps =BUMP normalmap
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// envmaps only
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!!samps =REFLECTCUBEMASK reflectmask reflectcube
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!!permu FAKESHADOWS
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!!cvardf r_glsl_pcf
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!!samps =FAKESHADOWS shadowmap
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#include "sys/defs.h"
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varying vec2 tex_c;
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varying vec2 lm0;
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#ifdef LIGHTSTYLED
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varying vec2 lm1, lm2, lm3;
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#endif
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#ifdef FAKESHADOWS
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varying vec4 vtexprojcoord;
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#endif
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/* CUBEMAPS ONLY */
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#ifdef REFLECTCUBEMASK
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varying vec3 eyevector;
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varying mat3 invsurface;
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#endif
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#ifdef VERTEX_SHADER
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void lightmapped_init(void)
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{
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lm0 = v_lmcoord;
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#ifdef LIGHTSTYLED
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lm1 = v_lmcoord2;
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lm2 = v_lmcoord3;
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lm3 = v_lmcoord4;
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#endif
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}
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void main ()
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{
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lightmapped_init();
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tex_c = v_texcoord;
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gl_Position = ftetransform();
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/* CUBEMAPS ONLY */
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#ifdef REFLECTCUBEMASK
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invsurface = mat3(v_svector, v_tvector, v_normal);
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vec3 eyeminusvertex = e_eyepos - v_position.xyz;
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eyevector.x = dot(eyeminusvertex, v_svector.xyz);
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eyevector.y = dot(eyeminusvertex, v_tvector.xyz);
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eyevector.z = dot(eyeminusvertex, v_normal.xyz);
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#endif
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#ifdef FAKESHADOWS
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vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));
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#endif
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}
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#endif
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#ifdef FRAGMENT_SHADER
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#include "sys/fog.h"
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#ifdef FAKESHADOWS
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#include "sys/pcf.h"
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#endif
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#ifdef LIGHTSTYLED
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#define LIGHTMAP0 texture2D(s_lightmap0, lm0).rgb
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#define LIGHTMAP1 texture2D(s_lightmap1, lm1).rgb
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#define LIGHTMAP2 texture2D(s_lightmap2, lm2).rgb
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#define LIGHTMAP3 texture2D(s_lightmap3, lm3).rgb
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#else
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#define LIGHTMAP texture2D(s_lightmap, lm0).rgb
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#endif
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vec3 lightmap_fragment()
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{
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vec3 lightmaps;
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#ifdef LIGHTSTYLED
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lightmaps = LIGHTMAP0 * e_lmscale[0].rgb;
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lightmaps += LIGHTMAP1 * e_lmscale[1].rgb;
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lightmaps += LIGHTMAP2 * e_lmscale[2].rgb;
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lightmaps += LIGHTMAP3 * e_lmscale[3].rgb;
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#else
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lightmaps = LIGHTMAP * e_lmscale.rgb;
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#endif
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/* the light we're getting is always too bright */
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lightmaps *= 0.75;
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/* clamp at 1.5 */
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if (lightmaps.r > 1.5)
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lightmaps.r = 1.5;
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if (lightmaps.g > 1.5)
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lightmaps.g = 1.5;
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if (lightmaps.b > 1.5)
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lightmaps.b = 1.5;
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return lightmaps;
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}
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void main (void)
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{
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vec4 diffuse_f;
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diffuse_f = texture2D(s_diffuse, tex_c);
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#ifdef MASKLT
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if (diffuse_f.a < float(MASK))
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discard;
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#endif
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#ifdef FAKESHADOWS
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diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
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#endif
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/* deluxemapping isn't working on Source BSP yet */
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diffuse_f.rgb *= lightmap_fragment();
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/* CUBEMAPS ONLY */
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#ifdef REFLECTCUBEMASK
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/* We currently only use the normal/bumpmap for cubemap warping. move this block out once we do proper radiosity normalmapping */
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#ifdef BUMP
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/* Source's normalmaps are in the DX format where the green channel is flipped */
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vec4 normal_f = texture2D(s_normalmap, tex_c);
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normal_f.g *= -1.0;
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normal_f.rgb = normalize(normal_f.rgb - 0.5);
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#else
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vec4 normal_f = vec4(0.0,0.0,1.0,0.0);
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#endif
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#if defined(ENVFROMMASK)
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/* We have a dedicated reflectmask */
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#define refl texture2D(s_reflectmask, tex_c).r
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#else
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/* when ENVFROMBASE is set or a normal isn't present, we're getting the reflectivity info from the diffusemap's alpha channel */
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#if defined(ENVFROMBASE) || !defined(BUMP)
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#define refl 1.0 - diffuse_f.a
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#else
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#define refl normal_f.a * 0.5
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#endif
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#endif
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vec3 cube_c = reflect(normalize(-eyevector), normal_f.rgb);
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cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];
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cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
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diffuse_f.rgb += (textureCube(s_reflectcube, cube_c).rgb * vec3(refl,refl,refl));
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#endif
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gl_FragColor = fog4(diffuse_f);
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}
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#endif
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