fteqw/plugins/hl2/glsl/vmt/vertexlit.glsl

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!!ver 110
!!permu FRAMEBLEND
!!permu BUMP
!!permu FOG
!!permu SKELETAL
!!permu AMBIENTCUBE
!!samps diffuse fullbright normalmap
!!permu FAKESHADOWS
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
// envmaps only
!!samps =REFLECTCUBEMASK reflectmask reflectcube
!!cvardf r_skipDiffuse
#include "sys/defs.h"
varying vec2 tex_c;
varying vec3 norm;
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
varying vec3 eyevector;
varying mat3 invsurface;
#endif
#ifdef FAKESHADOWS
varying vec4 vtexprojcoord;
#endif
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
void main (void)
{
vec3 n, s, t, w;
tex_c = v_texcoord;
gl_Position = skeletaltransform_wnst(w,n,s,t);
norm = n;
/* 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"
#include "sys/pcf.h"
float lambert(vec3 normal, vec3 dir)
{
return max(dot(normal, dir), 0.0);
}
float halflambert(vec3 normal, vec3 dir)
{
return (lambert(normal, dir) * 0.5) + 0.5;
}
void main (void)
{
vec4 diffuse_f = texture2D(s_diffuse, tex_c);
vec3 light;
#ifdef MASKLT
if (diffuse_f.a < float(MASK))
discard;
#endif
/* Normal/Bumpmap Shenanigans */
#ifdef BUMP
/* Source's normalmaps are in the DX format where the green channel is flipped */
vec3 normal_f = texture2D(s_normalmap, tex_c).rgb;
normal_f.g *= -1.0;
normal_f = normalize(normal_f.rgb - 0.5);
#else
vec3 normal_f = vec3(0.0,0.0,1.0);
#endif
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
/* 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)
#define refl 1.0 - diffuse_f.a
#else
#define refl texture2D(s_normalmap, tex_c).a
#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
#ifdef AMBIENTCUBE
//no specular effect here. use rtlights for that.
vec3 nn = norm*norm; //FIXME: should be worldspace normal.
light = nn.x * e_light_ambientcube[(norm.x<0.0)?1:0] +
nn.y * e_light_ambientcube[(norm.y<0.0)?3:2] +
nn.z * e_light_ambientcube[(norm.z<0.0)?5:4];
#else
#ifdef HALFLAMBERT
light = e_light_ambient + (e_light_mul * halflambert(norm, e_light_dir));
#else
light = e_light_ambient + (e_light_mul * lambert(norm, e_light_dir));
#endif
/* the light we're getting is always too bright */
light *= 0.75;
/* clamp at 1.5 */
if (light.r > 1.5)
light.r = 1.5;
if (light.g > 1.5)
light.g = 1.5;
if (light.b > 1.5)
light.b = 1.5;
#endif
diffuse_f.rgb *= light;
#ifdef FAKESHADOWS
diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
gl_FragColor = fog4(diffuse_f * e_colourident) * e_lmscale;
}
#endif