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make sure these don't get forgotten about.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4111 fc73d0e0-1445-4013-8a0c-d673dee63da5
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2 changed files with 43 additions and 15 deletions
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@ -1,7 +1,8 @@
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!!permu OFFSETMAPPING
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!!permu DELUXE
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!!permu FULLBRIGHT
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!!permu FOG
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!!permu LIGHTSTYLED
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!!permu BUMP
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!!cvarf r_glsl_offsetmapping_scale
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//this is what normally draws all of your walls, even with rtlights disabled
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@ -57,18 +58,22 @@ void main ()
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#ifdef FRAGMENT_SHADER
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//samplers
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uniform sampler2D s_t0;
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uniform sampler2D s_t1;
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#ifdef OFFSETMAPPING
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uniform sampler2D s_t2;
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uniform sampler2D s_t0; //diffuse
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uniform sampler2D s_t1; //lightmap0
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#if defined(OFFSETMAPPING) || defined(DELUXE)
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uniform sampler2D s_t2; //normal
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#endif
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uniform sampler2D s_t3; //deluxe0
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#ifdef FULLBRIGHT
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uniform sampler2D s_t4;
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uniform sampler2D s_t4; //fullbright
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#endif
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#ifdef LIGHTSTYLED
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uniform sampler2D s_t5;
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uniform sampler2D s_t6;
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uniform sampler2D s_t7;
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uniform sampler2D s_t5; //lightmap1
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uniform sampler2D s_t6; //lightmap2
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uniform sampler2D s_t7; //lightmap3
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uniform sampler2D s_t8; //deluxe1
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uniform sampler2D s_t9; //deluxe2
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uniform sampler2D s_t10; //deluxe3
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#endif
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#ifdef LIGHTSTYLED
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@ -82,26 +87,50 @@ uniform vec4 e_colourident;
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#endif
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void main ()
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{
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//adjust texture coords for offsetmapping
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#ifdef OFFSETMAPPING
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vec2 tcoffsetmap = offsetmap(s_t2, tc, eyevector);
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#define tc tcoffsetmap
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#endif
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//yay, regular texture!
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gl_FragColor = texture2D(s_t0, tc);
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//modulate that by the lightmap(s) including deluxemap(s)
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#ifdef LIGHTSTYLED
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vec4 lightmaps;
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lightmaps = texture2D(s_t1, lm ) * e_lmscale[0];
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lightmaps += texture2D(s_t5, lm2) * e_lmscale[1];
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lightmaps += texture2D(s_t6, lm3) * e_lmscale[2];
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lightmaps += texture2D(s_t7, lm4) * e_lmscale[3];
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#ifdef DELUXE
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vec3 norm = texture2D(s_t2, tc).rgb;
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lightmaps = texture2D(s_t1, lm ) * e_lmscale[0] * dot(norm, texture2D(s_t3, lm ));
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lightmaps += texture2D(s_t5, lm2) * e_lmscale[1] * dot(norm, texture2D(s_t8, lm2));
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lightmaps += texture2D(s_t6, lm3) * e_lmscale[2] * dot(norm, texture2D(s_t9, lm3));
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lightmaps += texture2D(s_t7, lm4) * e_lmscale[3] * dot(norm, texture2D(s_t10,lm4));
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#else
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lightmaps = texture2D(s_t1, lm ) * e_lmscale[0];
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lightmaps += texture2D(s_t5, lm2) * e_lmscale[1];
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lightmaps += texture2D(s_t6, lm3) * e_lmscale[2];
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lightmaps += texture2D(s_t7, lm4) * e_lmscale[3];
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#endif
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gl_FragColor.rgb *= lightmaps.rgb;
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#else
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gl_FragColor.rgb *= (texture2D(s_t1, lm) * e_lmscale).rgb;
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#ifdef DELUXE
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//gl_FragColor.rgb = dot(normalize(texture2D(s_t2, tc).rgb - 0.5), normalize(texture2D(s_t3, lm).rgb - 0.5));
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//gl_FragColor.rgb = texture2D(s_t3, lm).rgb;
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gl_FragColor.rgb *= (texture2D(s_t1, lm) * e_lmscale).rgb * dot(normalize(texture2D(s_t2, tc).rgb-0.5), 2.0*(texture2D(s_t3, lm).rgb-0.5));
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#else
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gl_FragColor.rgb *= (texture2D(s_t1, lm) * e_lmscale).rgb;
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#endif
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#endif
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//add on the fullbright
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#ifdef FULLBRIGHT
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gl_FragColor.rgb += texture2D(s_t4, tc).rgb;
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#endif
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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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@ -1,6 +1,5 @@
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!!permu BUMP
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!!permu SPECULAR
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!!permu OFFSETMAPPING
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!!permu SKELETAL
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!!permu FOG
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!!cvarf r_glsl_offsetmapping_scale
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