!!ver 110 !!permu FOG !!permu BUMP !!permu LIGHTSTYLED !!permu REFLECTCUBEMASK !!permu UPPERLOWER !!samps diffuse upper !!samps lightmap !!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3 !!samps =BUMP normalmap // envmaps only !!samps =REFLECTCUBEMASK reflectmask reflectcube !!permu FAKESHADOWS !!cvardf r_glsl_pcf !!samps =FAKESHADOWS shadowmap #include "sys/defs.h" varying vec2 tex_c; varying vec4 vex_color; varying vec2 lm0; #ifdef LIGHTSTYLED varying vec2 lm1, lm2, lm3; #endif #ifdef FAKESHADOWS varying vec4 vtexprojcoord; #endif /* CUBEMAPS ONLY */ #ifdef REFLECTCUBEMASK varying vec3 eyevector; varying mat3 invsurface; #endif #ifdef VERTEX_SHADER void lightmapped_init(void) { lm0 = v_lmcoord; #ifdef LIGHTSTYLED lm1 = v_lmcoord2; lm2 = v_lmcoord3; lm3 = v_lmcoord4; #endif } void main () { lightmapped_init(); tex_c = v_texcoord; gl_Position = ftetransform(); vex_color = v_colour; /* CUBEMAPS ONLY */ #ifdef REFLECTCUBEMASK invsurface = mat3(v_svector, v_tvector, v_normal); 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 #ifdef FAKESHADOWS vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0)); #endif } #endif #ifdef FRAGMENT_SHADER #include "sys/fog.h" #ifdef FAKESHADOWS #include "sys/pcf.h" #endif #ifdef LIGHTSTYLED #define LIGHTMAP0 texture2D(s_lightmap0, lm0).rgb #define LIGHTMAP1 texture2D(s_lightmap1, lm1).rgb #define LIGHTMAP2 texture2D(s_lightmap2, lm2).rgb #define LIGHTMAP3 texture2D(s_lightmap3, lm3).rgb #else #define LIGHTMAP texture2D(s_lightmap, lm0).rgb #endif vec3 lightmap_fragment() { vec3 lightmaps; #ifdef LIGHTSTYLED lightmaps = LIGHTMAP0 * e_lmscale[0].rgb; lightmaps += LIGHTMAP1 * e_lmscale[1].rgb; lightmaps += LIGHTMAP2 * e_lmscale[2].rgb; lightmaps += LIGHTMAP3 * e_lmscale[3].rgb; #else lightmaps = LIGHTMAP * e_lmscale.rgb; #endif /* the light we're getting is always too bright */ lightmaps *= 0.75; /* clamp at 1.5 */ if (lightmaps.r > 1.5) lightmaps.r = 1.5; if (lightmaps.g > 1.5) lightmaps.g = 1.5; if (lightmaps.b > 1.5) lightmaps.b = 1.5; return lightmaps; } void main (void) { vec4 diffuse_f; diffuse_f.rgb = mix(texture2D(s_diffuse, tex_c).rgb, texture2D(s_upper, tex_c).rgb, vex_color.a); diffuse_f.a = 1.0; /* deluxemapping isn't working on Source BSP yet, FIXME */ diffuse_f.rgb *= lightmap_fragment(); #ifdef FAKESHADOWS diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord); #endif /* CUBEMAPS ONLY */ #ifdef REFLECTCUBEMASK /* We currently only use the normal/bumpmap for cubemap warping. move this block out once we do proper radiosity normalmapping */ #ifdef BUMP /* Source's normalmaps are in the DX format where the green channel is flipped */ vec4 normal_f = texture2D(s_normalmap, tex_c); normal_f.g *= -1.0; normal_f.rgb = normalize(normal_f.rgb - 0.5); #else vec4 normal_f = vec4(0.0,0.0,1.0,0.0); #endif /* when ENVFROMBASE is set or a normal isn't present, we're getting the reflectivity info from the diffusemap's alpha channel */ #if defined(ENVFROMBASE) || !defined(BUMP) /* since we're sampling from the diffuse = 1.0 fully visible, 0.0 = fully reflective */ #define refl 1.0 - diffuse_f.a #else #define refl normal_f.a * 0.5 #endif vec3 cube_c = reflect(normalize(-eyevector), normal_f.rgb); cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2]; cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz; diffuse_f.rgb += (textureCube(s_reflectcube, cube_c).rgb * vec3(refl,refl,refl)); #endif gl_FragColor = fog4(diffuse_f); } #endif