mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 13:50:53 +00:00
195 lines
6.6 KiB
Text
195 lines
6.6 KiB
Text
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!!permu FULLBRIGHT
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!!permu BUMP
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!!permu REFLECTCUBEMASK
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!!cvarf r_glsl_offsetmapping=0.0
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!!cvarf r_glsl_offsetmapping_scale=0.04
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!!cvarf gl_specular=0.3
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!!cvarb r_fog_exp2=true
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!!samps diffuse normalmap specular fullbright lightmap
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!!samps deluxmap reflectmask reflectcube
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!!argb vertexlit=0
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!!samps paletted 1
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!!argb eightbit=0
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!!permu FOG
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//!!permu DELUXE
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//!!permu LIGHTSTYLED //this seems to be breaking nvidia drivers if set from the engine, despite us not using it...
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const bool DELUXE = false;
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#define SPECULAR (cvar_gl_specular>0)
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#include "sys/defs.h"
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//this is what normally draws all of your walls, even with rtlights disabled
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//note that the '286' preset uses drawflat_walls instead.
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#include "sys/fog.h"
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layout(location=1) varying vec3 eyevector;
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layout(location=2) varying vec2 basetc;
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layout(location=3) varying vec4 vc;
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layout(location=4) varying mat3 invsurface;
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#ifdef LIGHTSTYLED
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//we could use an offset, but that would still need to be per-surface which would break batches
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//fixme: merge attributes?
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varying vec2 lm0, lm1, lm2, lm3;
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#else
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layout(location=0) varying vec2 lm0;
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#endif
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#ifdef VERTEX_SHADER
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void main ()
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{
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if (OFFSETMAPPING || SPECULAR || REFLECTCUBEMASK)
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{
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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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}
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if (REFLECTCUBEMASK)
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{
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invsurface[0] = v_svector;
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invsurface[1] = v_tvector;
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invsurface[2] = v_normal;
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}
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basetc = v_texcoord;
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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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if (arg_vertexlit)
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vc = v_colour;
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gl_Position = ftetransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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//samplers
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//for 8bit
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#define s_colourmap s_t0
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#include "sys/offsetmapping.h"
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void main ()
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{
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//adjust texture coords for offsetmapping
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vec2 tc = basetc;
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if (OFFSETMAPPING)
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tc = offsetmap(s_normalmap, tc, eyevector);
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//yay, regular texture!
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gl_FragColor = texture2D(s_diffuse, tc);
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vec3 norm;
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if (BUMP && (DELUXE || SPECULAR || REFLECTCUBEMASK))
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norm = normalize(texture2D(s_normalmap, tc).rgb - 0.5);
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else if (SPECULAR || DELUXE || REFLECTCUBEMASK)
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norm = vec3(0, 0, 1); //specular lighting expects this to exist.
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vec3 lightmaps;
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if (arg_vertexlit)
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lightmaps = vc.rgb * e_lmscale[0].rgb;
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else
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{
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//modulate that by the lightmap(s) including deluxemap(s)
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#ifdef LIGHTSTYLED
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if (DELUXE)
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{
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lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(norm, 2.0*texture2D(s_deluxmap0, lm0).rgb-0.5);
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lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(norm, 2.0*texture2D(s_deluxmap1, lm1).rgb-0.5);
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lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(norm, 2.0*texture2D(s_deluxmap2, lm2).rgb-0.5);
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lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(norm, 2.0*texture2D(s_deluxmap3, lm3).rgb-0.5);
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}
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else
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{
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lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb;
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lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb;
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lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb;
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lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb;
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}
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#else
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if (arg_eightbit)
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{
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//optional: round the lightmap coords to ensure all pixels within a texel have different lighting values either. it just looks wrong otherwise.
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//don't bother if its lightstyled, such cases will have unpredictable correlations anyway.
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//FIXME: this rounding is likely not correct with respect to software rendering. oh well.
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vec2 nearestlm0 = floor(lm0 * 256.0*8.0)/(256.0*8.0);
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lightmaps = (texture2D(s_lightmap, nearestlm0) * e_lmscale[0]).rgb;
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}
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else
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lightmaps = (texture2D(s_lightmap, lm0) * e_lmscale[0]).rgb;
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//modulate by the bumpmap dot light
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if (DELUXE)
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{
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vec3 delux = 2.0*(texture2D(s_deluxmap, lm0).rgb-0.5);
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lightmaps *= 1.0 / max(0.25, delux.z); //counter the darkening from deluxmaps
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lightmaps *= dot(norm, delux);
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}
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#endif
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}
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//add in specular, if applicable.
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if (SPECULAR)
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{
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vec4 specs = texture2D(s_specular, tc);
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vec3 halfdir;
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if (DELUXE)
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{
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//not lightstyled...
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halfdir = normalize(normalize(eyevector) + 2.0*(texture2D(s_deluxmap0, lm0).rgb-0.5)); //this norm should be the deluxemap info instead
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}
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else
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{
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halfdir = normalize(normalize(eyevector) + vec3(0.0, 0.0, 1.0)); //this norm should be the deluxemap info instead
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}
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float spec = pow(max(dot(halfdir, norm), 0.0), 32.0 * specs.a);
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spec *= cvar_gl_specular;
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//NOTE: rtlights tend to have a *4 scaler here to over-emphasise the effect because it looks cool.
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//As not all maps will have deluxemapping, and the double-cos from the light util makes everything far too dark anyway,
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//we default to something that is not garish when the light value is directly infront of every single pixel.
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//we can justify this difference due to the rtlight editor etc showing the *4.
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gl_FragColor.rgb += spec * specs.rgb;
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}
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if (REFLECTCUBEMASK)
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{
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vec3 rtc = reflect(-eyevector, norm);
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rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2];
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rtc = (m_model * vec4(rtc.xyz,0.0)).xyz;
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gl_FragColor.rgb += texture2D(s_reflectmask, tc).rgb * textureCube(s_reflectcube, rtc).rgb;
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}
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if (arg_eightbit)
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{
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//FIXME: with this extra flag, half the permutations are redundant.
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lightmaps *= 0.5; //counter the fact that the colourmap contains overbright values and logically ranges from 0 to 2 intead of to 1.
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float pal = texture2D(s_paletted, tc).r; //the palette index. hopefully not interpolated.
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lightmaps -= 1.0 / 128.0; //software rendering appears to round down, so make sure we favour the lower values instead of rounding to the nearest
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gl_FragColor.r = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.r)).r; //do 3 lookups. this is to cope with lit files, would be a waste to not support those.
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gl_FragColor.g = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.g)).g; //its not very softwarey, but re-palettizing is ugly.
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gl_FragColor.b = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.b)).b; //without lits, it should be identical.
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}
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else
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{
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//now we have our diffuse+specular terms, modulate by lightmap values.
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gl_FragColor.rgb *= lightmaps.rgb;
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//add on the fullbright
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if (FULLBRIGHT)
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gl_FragColor.rgb += texture2D(s_fullbright, tc).rgb;
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}
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//entity modifiers
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gl_FragColor = gl_FragColor * e_colourident;
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//and finally hide it all if we're fogged.
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#ifdef FOG
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gl_FragColor = fog4(gl_FragColor);
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#endif
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}
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#endif
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