!!permu OFFSETMAPPING !!permu FULLBRIGHT !!permu FOG !!permu LIGHTSTYLED !!cvarf r_glsl_offsetmapping_scale //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(OFFSETMAPPING) varying vec3 eyevector; #endif varying vec2 tc; #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 lm, lm2, lm3, lm4; #else varying vec2 lm; #endif #ifdef VERTEX_SHADER attribute vec2 v_texcoord; attribute vec2 v_lmcoord; #ifdef LIGHTSTYLED attribute vec2 v_lmcoord2; attribute vec2 v_lmcoord3; attribute vec2 v_lmcoord4; #endif #if defined(OFFSETMAPPING) uniform vec3 e_eyepos; attribute vec3 v_normal; attribute vec3 v_svector; attribute vec3 v_tvector; #endif void main () { #if defined(OFFSETMAPPING) 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 tc = v_texcoord; lm = v_lmcoord; #ifdef LIGHTSTYLED lm2 = v_lmcoord2; lm3 = v_lmcoord3; lm4 = v_lmcoord4; #endif gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER //samplers uniform sampler2D s_t0; uniform sampler2D s_t1; #ifdef OFFSETMAPPING uniform sampler2D s_t2; #endif #ifdef FULLBRIGHT uniform sampler2D s_t4; #endif #ifdef LIGHTSTYLED uniform sampler2D s_t5; uniform sampler2D s_t6; uniform sampler2D s_t7; #endif #ifdef LIGHTSTYLED uniform vec4 e_lmscale[4]; #else uniform vec4 e_lmscale; #endif uniform vec4 e_colourident; #ifdef OFFSETMAPPING #include "sys/offsetmapping.h" #endif void main () { #ifdef OFFSETMAPPING vec2 tcoffsetmap = offsetmap(s_t2, tc, eyevector); #define tc tcoffsetmap #endif gl_FragColor = texture2D(s_t0, tc); #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]; gl_FragColor.rgb *= lightmaps.rgb; #else gl_FragColor.rgb *= (texture2D(s_t1, lm) * e_lmscale).rgb; #endif #ifdef FULLBRIGHT gl_FragColor.rgb += texture2D(s_t4, tc).rgb; #endif gl_FragColor = gl_FragColor * e_colourident; #ifdef FOG gl_FragColor = fog4(gl_FragColor); #endif } #endif