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! ! permu BUMP
! ! permu FRAMEBLEND
! ! permu SKELETAL
! ! permu UPPERLOWER
! ! permu FOG
! ! cvarf r_glsl_offsetmapping_scale
! ! cvardf r_glsl_pcf
//this is the main shader responsible for realtime dlights.
//texture units:
//s0=diffuse, s1=normal, s2=specular, s3=shadowmap
//custom modifiers:
//PCF(shadowmap)
//CUBEPROJ(projected cubemap)
//SPOT(projected circle
//CUBESHADOW
#undef CUBE //engine cannot load cubemaps properly with d3d yet.
#ifndef r_glsl_pcf
#error r_glsl_pcf wasn't defined
#endif
#if r_glsl_pcf < 1
# undef r_glsl_pcf
# define r_glsl_pcf 9
#endif
#ifdef UPPERLOWER
#define UPPER
#define LOWER
#endif
struct a2v
{
float4 pos : POSITION ;
float4 tc : TEXCOORD0 ;
float3 n : NORMAL ;
float3 s : TANGENT ;
float3 t : BINORMAL ;
} ;
struct v2f
{
float4 pos : SV_POSITION ;
float2 tc : TEXCOORD0 ;
float3 lightvector : TEXCOORD1 ;
float3 eyevector : TEXCOORD2 ;
float3 vtexprojcoord : TEXCOORD3 ;
} ;
#include <ftedefs.h>
#ifdef VERTEX_SHADER
v2f main ( a2v inp )
{
v2f outp ;
float4 wpos ;
wpos = mul ( m_model , inp . pos ) ;
outp . pos = mul ( m_view , wpos ) ;
outp . pos = mul ( m_projection , outp . pos ) ;
outp . tc = inp . tc . xy ;
float3 lightminusvertex = l_lightposition - wpos . xyz ;
outp . lightvector . x = - dot ( lightminusvertex , inp . s . xyz ) ;
outp . lightvector . y = dot ( lightminusvertex , inp . t . xyz ) ;
outp . lightvector . z = dot ( lightminusvertex , inp . n . xyz ) ;
float3 eyeminusvertex = e_eyepos - wpos . xyz ;
outp . eyevector . x = - dot ( eyeminusvertex , inp . s . xyz ) ;
outp . eyevector . y = dot ( eyeminusvertex , inp . t . xyz ) ;
outp . eyevector . z = dot ( eyeminusvertex , inp . n . xyz ) ;
outp . vtexprojcoord = mul ( l_cubematrix , wpos ) . xyz ;
return outp ;
}
#endif
#ifdef FRAGMENT_SHADER
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Texture2D t_diffuse : register ( t0 ) ;
Texture2D t_normalmap : register ( t1 ) ;
Texture2D t_specular : register ( t2 ) ;
Texture2D t_upper : register ( t3 ) ;
Texture2D t_lower : register ( t4 ) ;
Texture2D t_shadowmap : register ( t5 ) ;
TextureCube t_projectionmap : register ( t6 ) ;
SamplerState s_diffuse : register ( s0 ) ;
SamplerState s_normalmap : register ( s1 ) ;
SamplerState s_specular : register ( s2 ) ;
SamplerState s_upper : register ( s3 ) ;
SamplerState s_lower : register ( s4 ) ;
SamplerComparisonState s_shadowmap : register ( s5 ) ;
SamplerState s_projectionmap : register ( s6 ) ;
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#ifdef PCF
float3 ShadowmapCoord ( float3 vtexprojcoord )
{
#ifdef SPOT
//bias it. don't bother figuring out which side or anything, its not needed
//l_projmatrix contains the light's projection matrix so no other magic needed
vtexprojcoord . z - = 0.015 ;
return ( vtexprojcoord . xyz + float3 ( 1.0 , 1.0 , 1.0 ) ) * float3 ( 0.5 , 0.5 , 0.5 ) ;
//#elif defined(CUBESHADOW)
// vec3 shadowcoord = vshadowcoord.xyz / vshadowcoord.w;
// #define dosamp(x,y) shadowCube(s_t4, shadowcoord + vec2(x,y)*texscale.xy).r
#else
//figure out which axis to use
//texture is arranged thusly:
//forward left up
//back right down
float3 dir = abs ( vtexprojcoord . xyz ) ;
//assume z is the major axis (ie: forward from the light)
float3 t = vtexprojcoord . xyz ;
float ma = dir . z ;
float3 axis = float3 ( 0.5 / 3.0 , 0.5 / 2.0 , 0.5 ) ;
if ( dir . x > ma )
{
ma = dir . x ;
t = vtexprojcoord . zyx ;
axis . x = 0.5 ;
}
if ( dir . y > ma )
{
ma = dir . y ;
t = vtexprojcoord . xzy ;
axis . x = 2.5 / 3.0 ;
}
//if the axis is negative, flip it.
if ( t . z > 0.0 )
{
axis . y = 1.5 / 2.0 ;
t . z = - t . z ;
}
//we also need to pass the result through the light's projection matrix too
//the 'matrix' we need only contains 5 actual values. and one of them is a -1. So we might as well just use a vec4.
//note: the projection matrix also includes scalers to pinch the image inwards to avoid sampling over borders, as well as to cope with non-square source image
//the resulting z is prescaled to result in a value between -0.5 and 0.5.
//also make sure we're in the right quadrant type thing
return axis + ( ( l_shadowmapproj . xyz * t . xyz + float3 ( 0.0 , 0.0 , l_shadowmapproj . w ) ) / - t . z ) ;
#endif
}
float ShadowmapFilter ( float3 vtexprojcoord )
{
float3 shadowcoord = ShadowmapCoord ( vtexprojcoord ) ;
// #define dosamp(x,y) shadow2D(s_t4, shadowcoord.xyz + (vec3(x,y,0.0)*l_shadowmapscale.xyx)).r
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// #define dosamp(x,y) (t_shadowmap.Sample(s_shadowmap, shadowcoord.xy + (float2(x,y)*l_shadowmapscale.xy)).r < shadowcoord.z)
# define dosamp ( x , y ) ( t_shadowmap . SampleCmpLevelZero ( s_shadowmap , shadowcoord . xy + ( float2 ( x , y ) * l_shadowmapscale . xy ) , shadowcoord . z ) )
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float s = 0.0 ;
# if r_glsl_pcf >= 1 && r_glsl_pcf < 5
s + = dosamp ( 0.0 , 0.0 ) ;
return s ;
# elif r_glsl_pcf >= 5 && r_glsl_pcf < 9
s + = dosamp ( - 1.0 , 0.0 ) ;
s + = dosamp ( 0.0 , - 1.0 ) ;
s + = dosamp ( 0.0 , 0.0 ) ;
s + = dosamp ( 0.0 , 1.0 ) ;
s + = dosamp ( 1.0 , 0.0 ) ;
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return s * ( 1.0 / 5.0 ) ;
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# else
s + = dosamp ( - 1.0 , - 1.0 ) ;
s + = dosamp ( - 1.0 , 0.0 ) ;
s + = dosamp ( - 1.0 , 1.0 ) ;
s + = dosamp ( 0.0 , - 1.0 ) ;
s + = dosamp ( 0.0 , 0.0 ) ;
s + = dosamp ( 0.0 , 1.0 ) ;
s + = dosamp ( 1.0 , - 1.0 ) ;
s + = dosamp ( 1.0 , 0.0 ) ;
s + = dosamp ( 1.0 , 1.0 ) ;
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return s * ( 1.0 / 9.0 ) ;
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# endif
}
#endif
float4 main ( v2f inp ) : SV_TARGET
{
float2 tc = inp . tc ; //TODO: offsetmapping.
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float4 base = t_diffuse . Sample ( s_diffuse , tc ) ;
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#ifdef BUMP
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float4 bump = t_normalmap . Sample ( s_normalmap , tc ) ;
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bump . rgb = normalize ( bump . rgb - 0.5 ) ;
#else
float4 bump = float4 ( 0 , 0 , 1 , 0 ) ;
#endif
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float4 spec = t_specular . Sample ( s_specular , tc ) ;
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#ifdef CUBE
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float4 cubemap = t_projectionmap . Sample ( s_projectionmap , inp . vtexprojcoord ) ;
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#endif
#ifdef LOWER
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float4 lower = t_lower . Sample ( s_lower , tc ) ;
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base + = lower ;
#endif
#ifdef UPPER
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float4 upper = t_upper . Sample ( s_upper , tc ) ;
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base + = upper ;
#endif
float lightscale = max ( 1.0 - ( dot ( inp . lightvector , inp . lightvector ) / ( l_lightradius * l_lightradius ) ) , 0.0 ) ;
float3 nl = normalize ( inp . lightvector ) ;
float bumpscale = max ( dot ( bump . xyz , nl ) , 0.0 ) ;
float3 halfdir = normalize ( normalize ( inp . eyevector ) + nl ) ;
float specscale = pow ( max ( dot ( halfdir , bump . rgb ) , 0.0 ) , 32.0 * spec . a ) ;
float4 result ;
result . a = base . a ;
result . rgb = base . rgb * ( l_lightcolourscale . x + l_lightcolourscale . y * bumpscale ) ; //amient light + diffuse
result . rgb + = spec . rgb * l_lightcolourscale . z * specscale ; //specular
result . rgb * = lightscale * l_colour ; //fade light by distance and light colour.
#ifdef CUBE
result . rgb * = cubemap . rgb ; //fade by cubemap
#endif
#ifdef PCF
result . rgb * = ShadowmapFilter ( inp . vtexprojcoord ) ;
#endif
//TODO: fog
return result ;
}
#endif