!!ver 100 450 !!permu TESS !!permu DELUXE !!permu FULLBRIGHT //lumas rather than no lightmaps !!permu FOG !!permu LIGHTSTYLED !!permu BUMP !!permu SPECULAR !!permu REFLECTCUBEMASK !!permu FAKESHADOWS !!cvardf r_glsl_offsetmapping_scale !!cvardf r_glsl_emissive=1 !!cvardf r_glsl_pcf !!cvardf r_tessellation_level=5 !!samps diffuse !!samps !EIGHTBIT =FULLBRIGHT fullbright !!samps !EIGHTBIT =BUMP normalmap !!samps !EIGHTBIT =REFLECTCUBEMASK reflectmask reflectcube //diffuse gives us alpha, and prevents dlight from bugging out when there's no diffuse. !!samps =EIGHTBIT paletted 1 !!samps =SPECULAR specular !!samps !VERTEXLIT lightmap !!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3 !!samps =DELUXE deluxemap !!samps =LIGHTSTYLED =DELUXE deluxemap1 deluxemap2 deluxemap3 !!samps =FAKESHADOWS shadowmap #if defined(ORM) || defined(SG) #define PBR #endif #include "sys/defs.h" //this is what normally draws all of your walls, even with rtlights disabled //note that the '286' preset uses drawflat_walls instead. #include "sys/fog.h" #if !defined(TESS_CONTROL_SHADER) #if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK) || defined(PBR) varying vec3 eyevector; #endif #if defined(REFLECTCUBEMASK) || defined(BUMPMODELSPACE) varying mat3 invsurface; #endif varying vec2 tc; #ifdef VERTEXLIT varying vec4 vc; #else #ifdef LIGHTSTYLED //we could use an offset, but that would still need to be per-surface which would break batches //fixme: merge attributes? varying vec2 lm0, lm1, lm2, lm3; #else varying vec2 lm0; #endif #endif #ifdef FAKESHADOWS varying vec4 vtexprojcoord; #endif #endif #ifdef VERTEX_SHADER #ifdef TESS varying vec3 vertex, normal; #endif void main () { #if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK) || defined(PBR) 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 #if defined(REFLECTCUBEMASK) || defined(BUMPMODELSPACE) invsurface = mat3(v_svector, v_tvector, v_normal); #endif tc = v_texcoord; #ifdef FLOWV tc.st += e_time * vec2(FLOWV); #endif #ifdef FLOW tc.s += e_time * -0.5; #endif #ifdef VERTEXLIT #ifdef LIGHTSTYLED //FIXME, only one colour. vc = v_colour * e_lmscale[0]; #else vc = v_colour * e_lmscale; #endif #else lm0 = v_lmcoord; #ifdef LIGHTSTYLED lm1 = v_lmcoord2; lm2 = v_lmcoord3; lm3 = v_lmcoord4; #endif #endif #ifdef TESS vertex = v_position; normal = v_normal; #endif #ifdef FAKESHADOWS gl_Position = ftetransform(); vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0)); #else gl_Position = ftetransform(); #endif } #endif #if defined(TESS_CONTROL_SHADER) layout(vertices = 3) out; in vec3 vertex[]; out vec3 t_vertex[]; in vec3 normal[]; out vec3 t_normal[]; #if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK) || defined(PBR) in vec3 eyevector[]; out vec3 t_eyevector[]; #endif #ifdef REFLECTCUBEMASK in mat3 invsurface[]; out mat3 t_invsurface[]; #endif in vec2 tc[]; out vec2 t_tc[]; #ifdef VERTEXLIT in vec4 vc[]; out vec4 t_vc[]; #else in vec2 lm0[]; out vec2 t_lm0[]; #ifdef LIGHTSTYLED in vec2 lm1[], lm2[], lm3[]; out vec2 t_lm1[], t_lm2[], t_lm3[]; #endif #endif void main() { //the control shader needs to pass stuff through #define id gl_InvocationID t_vertex[id] = vertex[id]; t_normal[id] = normal[id]; #ifdef REFLECTCUBEMASK t_invsurface[id] = invsurface[id]; #endif t_tc[id] = tc[id]; #ifdef VERTEXLIT t_vc[id] = vc[id]; #else t_lm0[id] = lm0[id]; #ifdef LIGHTSTYLED t_lm1[id] = lm1[id]; t_lm2[id] = lm2[id]; t_lm3[id] = lm3[id]; #endif #endif #if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK) || defined(PBR) t_eyevector[id] = eyevector[id]; #endif gl_TessLevelOuter[0] = float(r_tessellation_level); gl_TessLevelOuter[1] = float(r_tessellation_level); gl_TessLevelOuter[2] = float(r_tessellation_level); gl_TessLevelInner[0] = float(r_tessellation_level); } #endif #if defined(TESS_EVALUATION_SHADER) layout(triangles) in; in vec3 t_vertex[]; in vec3 t_normal[]; #if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK) || defined(PBR) in vec3 t_eyevector[]; #endif #ifdef REFLECTCUBEMASK in mat3 t_invsurface[]; #endif in vec2 t_tc[]; #ifdef VERTEXLIT in vec4 t_vc[]; #else #ifdef LIGHTSTYLED //we could use an offset, but that would still need to be per-surface which would break batches //fixme: merge attributes? in vec2 t_lm0[], t_lm1[], t_lm2[], t_lm3[]; #else in vec2 t_lm0[]; #endif #endif #define LERP(a) (gl_TessCoord.x*a[0] + gl_TessCoord.y*a[1] + gl_TessCoord.z*a[2]) void main() { #define factor 1.0 tc = LERP(t_tc); #ifdef VERTEXLIT vc = LERP(t_vc); #else lm0 = LERP(t_lm0); #ifdef LIGHTSTYLED lm1 = LERP(t_lm1); lm2 = LERP(t_lm2); lm3 = LERP(t_lm3); #endif #endif vec3 w = LERP(t_vertex); vec3 t0 = w - dot(w-t_vertex[0],t_normal[0])*t_normal[0]; vec3 t1 = w - dot(w-t_vertex[1],t_normal[1])*t_normal[1]; vec3 t2 = w - dot(w-t_vertex[2],t_normal[2])*t_normal[2]; w = w*(1.0-factor) + factor*(gl_TessCoord.x*t0+gl_TessCoord.y*t1+gl_TessCoord.z*t2); #if defined(PCF) || defined(SPOT) || defined(CUBE) //for texture projections/shadowmapping on dlights vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0)); #endif //FIXME: we should be recalcing these here, instead of just lerping them #ifdef REFLECTCUBEMASK invsurface = LERP(t_invsurface); #endif #if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK) || defined(PBR) eyevector = LERP(t_eyevector); #endif gl_Position = m_modelviewprojection * vec4(w,1.0); } #endif #ifdef FRAGMENT_SHADER #define s_colourmap s_t0 #include "sys/pbr.h" #include "sys/pcf.h" #ifdef OFFSETMAPPING #include "sys/offsetmapping.h" #endif void main () { //adjust texture coords for offsetmapping #ifdef OFFSETMAPPING vec2 tcoffsetmap = offsetmap(s_normalmap, tc, eyevector); #define tc tcoffsetmap #endif #if defined(EIGHTBIT) && !defined(LIGHTSTYLED) //optional: round the lightmap coords to ensure all pixels within a texel have different lighting values either. it just looks wrong otherwise. //don't bother if its lightstyled, such cases will have unpredictable correlations anyway. //FIXME: this rounding is likely not correct with respect to software rendering. oh well. #if __VERSION__ >= 130 && !defined(VERTEXLIT) vec2 lmsize = vec2(textureSize(s_lightmap0, 0)); #else #define lmsize vec2(128.0,2048.0) #endif #define texelstolightmap (16.0) vec2 lmcoord0 = floor(lm0 * lmsize*texelstolightmap)/(lmsize*texelstolightmap); #define lm0 lmcoord0 #endif //Read the base texture (with EIGHTBIT only alpha is needed) vec4 col = texture2D(s_diffuse, tc); #if defined(BUMP) && (defined(DELUXE) || defined(SPECULAR) || defined(REFLECTCUBEMASK)) vec3 norm = normalize(texture2D(s_normalmap, tc).rgb - 0.5); #elif defined(PBR) || defined(SPECULAR) || defined(DELUXE) || defined(REFLECTCUBEMASK) vec3 norm = vec3(0, 0, 1); //specular lighting expects this to exist. #endif //modulate that by the lightmap(s) including deluxemap(s) #ifdef VERTEXLIT #ifdef LIGHTSTYLED vec3 lightmaps = vc.rgb; #else vec3 lightmaps = vc.rgb; #endif #define deluxe vec3(0.0,0.0,1.0) #else #ifdef LIGHTSTYLED #define deluxe vec3(0.0,0.0,1.0) vec3 lightmaps; #ifdef DELUXE lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(norm, 2.0*texture2D(s_deluxemap0, lm0).rgb-0.5); lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(norm, 2.0*texture2D(s_deluxemap1, lm1).rgb-0.5); lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(norm, 2.0*texture2D(s_deluxemap2, lm2).rgb-0.5); lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(norm, 2.0*texture2D(s_deluxemap3, lm3).rgb-0.5); #else lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb; lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb; lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb; lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb; #endif #else vec3 lightmaps = (texture2D(s_lightmap, lm0) * e_lmscale).rgb; //modulate by the bumpmap dot light #ifdef DELUXE vec3 deluxe = (texture2D(s_deluxemap, lm0).rgb-0.5); #ifdef BUMPMODELSPACE deluxe = normalize(deluxe*invsurface); #else deluxe = normalize(deluxe); lightmaps *= 2.0 / max(0.25, deluxe.z); //counter the darkening from deluxemaps #endif lightmaps *= dot(norm, deluxe); #else #define deluxe vec3(0.0,0.0,1.0) #endif #endif #endif // col *= factor_base; #ifndef IOR #define IOR 1.5 //Index Of Reflection. #endif #define dielectricSpecular pow(((IOR - 1.0)/(IOR + 1.0)),2.0) #ifdef SPECULAR vec4 specs = texture2D(s_specular, tc);//*factor_spec; #ifdef ORM #define occlusion specs.r #define roughness specs.g #define metalness specs.b #define gloss (1.0-roughness) #define ambientrgb (specrgb+col.rgb) vec3 specrgb = mix(vec3(dielectricSpecular), col.rgb, metalness); vec3 albedorgb = col.rgb * (1.0 - dielectricSpecular) * (1.0-metalness); #elif defined(SG) //pbr-style specular+glossiness //occlusion needs to be baked in. :( #define roughness (1.0-specs.a) #define gloss specs.a #define specrgb specs.rgb #define ambientrgb (specs.rgb+col.rgb) #define albedorgb col.rgb #elif defined(PBR) //PBR using legacy texturemaps #define gloss specs.a #define roughness (1.0-gloss) //metalness not relevant //our pbr stuff doesn't much like our inputs. vec3 specrgb, albedorgb; //if (1==0) //{ //metal // specrgb = col.rgb;//+specs.rgb; // albedorgb = vec3(0.0); //} //else //{ //non-metal specrgb = vec3(dielectricSpecular); albedorgb = col.rgb;//+specs.rgb; //} #define ambientrgb col.rgb #else //blinn-phong #define gloss specs.a //occlusion not defined #define specrgb specs.rgb #endif #else //no specular map specified. doesn't mean we shouldn't have any though, at least with pbr enabled. #define roughness 0.3 #define specrgb 1.0 //vec3(dielectricSpecular) #define albedorgb col.rgb #endif //add in specular, if applicable. #ifdef PBR col.rgb = DoPBR(norm, normalize(eyevector), deluxe, roughness, albedorgb, specrgb, vec3(0.0,1.0,1.0));//*e_light_mul + e_light_ambient*.25*ambientrgb; #elif defined(gloss) vec3 halfdir = normalize(normalize(eyevector) + deluxe); //this norm should be the deluxemap info instead float spec = pow(max(dot(halfdir, norm), 0.0), FTE_SPECULAR_EXPONENT * gloss); spec *= FTE_SPECULAR_MULTIPLIER; //NOTE: rtlights tend to have a *4 scaler here to over-emphasise the effect because it looks cool. //As not all maps will have deluxemapping, and the double-cos from the light util makes everything far too dark anyway, //we default to something that is not garish when the light value is directly infront of every single pixel. //we can justify this difference due to the rtlight editor etc showing the *4. col.rgb += spec * specrgb; #endif #ifdef REFLECTCUBEMASK vec3 rtc = reflect(normalize(-eyevector), norm); //todo: parallax correction: https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ //norm (and also eyevector) are in tangentspace but our cubemap wants worldspace, so convert. rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2]; rtc = (m_model * vec4(rtc.xyz,0.0)).xyz; col.rgb += texture2D(s_reflectmask, tc).rgb * textureCube(s_reflectcube, rtc).rgb; #endif #ifdef EIGHTBIT //FIXME: with this extra flag, half the permutations are redundant. lightmaps *= 0.5; //counter the fact that the colourmap contains overbright values and logically ranges from 0 to 2 intead of to 1. float pal = texture2D(s_paletted, tc).r; //the palette index. hopefully not interpolated. 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 col.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. col.g = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.g)).g; //its not very softwarey, but re-palettizing is ugly. col.b = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.b)).b; //without lits, it should be identical. #else //now we have our diffuse+specular terms, modulate by lightmap values. #if defined(FULLBRIGHT) vec4 fb = texture2D(s_fullbright, tc); #if r_glsl_emissive==0 //q2e-like mask that gets darker when lights get overbright. col.rgb *= mix(lightmaps.rgb, vec3(1.0), fb.rgb*fb.a); #else //actually emissive layer col.rgb = col.rgb * lightmaps.rgb + fb.rgb*fb.a; #endif #else col.rgb *= lightmaps.rgb; #endif #endif //entity modifiers col *= e_colourident; #ifdef FAKESHADOWS /*filter the light by the shadowmap. logically a boolean, but we allow fractions for softer shadows*/ col.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord); //col.g = ShadowmapFilter(s_shadowmap, vtexprojcoord); #endif #if defined(MASK) #if defined(MASKLT) if (col.a < MASK) discard; #else if (col.a >= MASK) discard; #endif col.a = 1.0; //alpha blending AND alpha testing usually looks stupid, plus it screws up our fog. #endif //and finally hide it all if we're fogged. gl_FragColor = fog4(col); } #endif