diff --git a/engine/shaders/glsl/defaultwall.glsl b/engine/shaders/glsl/defaultwall.glsl index a74c1b58d..3b3314590 100644 --- a/engine/shaders/glsl/defaultwall.glsl +++ b/engine/shaders/glsl/defaultwall.glsl @@ -1,7 +1,8 @@ -!!permu OFFSETMAPPING +!!permu DELUXE !!permu FULLBRIGHT !!permu FOG !!permu LIGHTSTYLED +!!permu BUMP !!cvarf r_glsl_offsetmapping_scale //this is what normally draws all of your walls, even with rtlights disabled @@ -57,18 +58,22 @@ void main () #ifdef FRAGMENT_SHADER //samplers -uniform sampler2D s_t0; -uniform sampler2D s_t1; -#ifdef OFFSETMAPPING -uniform sampler2D s_t2; +uniform sampler2D s_t0; //diffuse +uniform sampler2D s_t1; //lightmap0 +#if defined(OFFSETMAPPING) || defined(DELUXE) +uniform sampler2D s_t2; //normal #endif +uniform sampler2D s_t3; //deluxe0 #ifdef FULLBRIGHT -uniform sampler2D s_t4; +uniform sampler2D s_t4; //fullbright #endif #ifdef LIGHTSTYLED -uniform sampler2D s_t5; -uniform sampler2D s_t6; -uniform sampler2D s_t7; +uniform sampler2D s_t5; //lightmap1 +uniform sampler2D s_t6; //lightmap2 +uniform sampler2D s_t7; //lightmap3 +uniform sampler2D s_t8; //deluxe1 +uniform sampler2D s_t9; //deluxe2 +uniform sampler2D s_t10; //deluxe3 #endif #ifdef LIGHTSTYLED @@ -82,26 +87,50 @@ uniform vec4 e_colourident; #endif void main () { +//adjust texture coords for offsetmapping #ifdef OFFSETMAPPING vec2 tcoffsetmap = offsetmap(s_t2, tc, eyevector); #define tc tcoffsetmap #endif + +//yay, regular texture! gl_FragColor = texture2D(s_t0, tc); + +//modulate that by the lightmap(s) including deluxemap(s) #ifdef LIGHTSTYLED vec4 lightmaps; - lightmaps = texture2D(s_t1, lm ) * e_lmscale[0]; - lightmaps += texture2D(s_t5, lm2) * e_lmscale[1]; - lightmaps += texture2D(s_t6, lm3) * e_lmscale[2]; - lightmaps += texture2D(s_t7, lm4) * e_lmscale[3]; + #ifdef DELUXE + vec3 norm = texture2D(s_t2, tc).rgb; + lightmaps = texture2D(s_t1, lm ) * e_lmscale[0] * dot(norm, texture2D(s_t3, lm )); + lightmaps += texture2D(s_t5, lm2) * e_lmscale[1] * dot(norm, texture2D(s_t8, lm2)); + lightmaps += texture2D(s_t6, lm3) * e_lmscale[2] * dot(norm, texture2D(s_t9, lm3)); + lightmaps += texture2D(s_t7, lm4) * e_lmscale[3] * dot(norm, texture2D(s_t10,lm4)); + #else + lightmaps = texture2D(s_t1, lm ) * e_lmscale[0]; + lightmaps += texture2D(s_t5, lm2) * e_lmscale[1]; + lightmaps += texture2D(s_t6, lm3) * e_lmscale[2]; + lightmaps += texture2D(s_t7, lm4) * e_lmscale[3]; + #endif gl_FragColor.rgb *= lightmaps.rgb; #else - gl_FragColor.rgb *= (texture2D(s_t1, lm) * e_lmscale).rgb; + #ifdef DELUXE +//gl_FragColor.rgb = dot(normalize(texture2D(s_t2, tc).rgb - 0.5), normalize(texture2D(s_t3, lm).rgb - 0.5)); +//gl_FragColor.rgb = texture2D(s_t3, lm).rgb; + 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)); + #else + gl_FragColor.rgb *= (texture2D(s_t1, lm) * e_lmscale).rgb; + #endif #endif +//add on the fullbright #ifdef FULLBRIGHT gl_FragColor.rgb += texture2D(s_t4, tc).rgb; #endif + +//entity modifiers gl_FragColor = gl_FragColor * e_colourident; + +//and finally hide it all if we're fogged. #ifdef FOG gl_FragColor = fog4(gl_FragColor); #endif diff --git a/engine/shaders/glsl/rtlight.glsl b/engine/shaders/glsl/rtlight.glsl index dcce47c12..0e055c0b3 100644 --- a/engine/shaders/glsl/rtlight.glsl +++ b/engine/shaders/glsl/rtlight.glsl @@ -1,6 +1,5 @@ !!permu BUMP !!permu SPECULAR -!!permu OFFSETMAPPING !!permu SKELETAL !!permu FOG !!cvarf r_glsl_offsetmapping_scale