/* WARNING: THIS FILE IS GENERATED BY 'generatebuiltinsl.c'. YOU SHOULD NOT EDIT THIS FILE BY HAND */ #ifdef GLQUAKE {QR_OPENGL, 110, "altwater", //modifier: REFLECT (s_t2 is a reflection instead of diffusemap) //modifier: STRENGTH (0.1 = fairly gentle, 0.2 = big waves) //modifier: FRESNEL (5=water) //modifier: TXSCALE (0.2 - wave strength) //modifier: RIPPLEMAP (s_t3 contains a ripplemap //modifier: TINT (some colour value) "#ifndef FRESNEL\n" "#define FRESNEL 5.0\n" "#endif\n" "#ifndef STRENGTH\n" "#define STRENGTH 0.1\n" "#endif\n" "#ifndef TXSCALE\n" "#define TXSCALE 0.2\n" "#endif\n" "#ifndef TINT\n" "#define TINT vec3(0.7, 0.8, 0.7)\n" "#endif\n" "varying vec2 tc;\n" "varying vec4 tf;\n" "varying vec3 norm;\n" "varying vec3 eye;\n" "#ifdef VERTEX_SHADER\n" "attribute vec2 v_texcoord;\n" "attribute vec3 v_normal;\n" "uniform vec3 e_eyepos;\n" "void main (void)\n" "{\n" "tc = v_texcoord.st;\n" "tf = ftetransform();\n" "norm = v_normal;\n" "eye = e_eyepos - v_position.xyz;\n" "gl_Position = tf;\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D s_t0; //refract\n" "uniform sampler2D s_t1; //normalmap\n" "uniform sampler2D s_t2; //diffuse/reflection\n" "#ifdef RIPPLEMAP\n" "uniform sampler2D s_t3; //ripplemap\n" "#endif\n" "uniform float e_time;\n" "void main (void)\n" "{\n" "vec2 stc, ntc;\n" "vec3 n, refr, refl, fres;\n" "float f;\n" "stc = (1.0 + (tf.xy / tf.w)) * 0.5;\n" //apply q1-style warp, just for kicks "ntc.s = tc.s + sin(tc.t+e_time)*0.125;\n" "ntc.t = tc.t + sin(tc.s+e_time)*0.125;\n" //generate the two wave patterns from the normalmap "n = (texture2D(s_t1, TXSCALE*tc + vec2(e_time*0.1, 0)).xyz);\n" "n += (texture2D(s_t1, TXSCALE*tc - vec2(0, e_time*0.097)).xyz);\n" "n -= 1.0 - 4.0/256.0;\n" "#ifdef RIPPLEMAP\n" "n += texture2D(s_t3, stc)*3;\n" "#endif\n" //the fresnel term decides how transparent the water should be "f = pow(1.0-abs(dot(normalize(n), normalize(eye))), float(FRESNEL));\n" "refr = texture2D(s_t0, stc + n.st*STRENGTH).rgb * TINT;\n" "#ifdef REFLECT\n" "refl = texture2D(s_t2, stc - n.st*STRENGTH).rgb;\n" "#else\n" "refl = texture2D(s_t2, ntc).xyz;\n" "#endif\n" // refl += 0.1*pow(dot(n, vec3(0.0,0.0,1.0)), 64.0); "fres = refr * (1.0-f) + refl*f;\n" // fres = texture2D(s_t2, stc).xyz; "gl_FragColor = vec4(fres, 1.0);\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "bloom_blur", //apply gaussian filter "varying vec2 tc;\n" "#ifdef VERTEX_SHADER\n" "attribute vec2 v_texcoord;\n" "void main ()\n" "{\n" "tc = v_texcoord;\n" "gl_Position = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" /*offset should be 1.2 pixels away from the center*/ "uniform vec3 e_glowmod;\n" "uniform sampler2D s_t0;\n" "void main ()\n" "{\n" "gl_FragColor =\n" "0.3125 * texture2D(s_t0, tc - e_glowmod.st) +\n" "0.375 * texture2D(s_t0, tc) +\n" "0.3125 * texture2D(s_t0, tc + e_glowmod.st);\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "bloom_filter", "!!cvarv r_bloom_filter\n" //the bloom filter //filter out any texels which are not to bloom "uniform vec3 cvar_r_bloom_filter;\n" "varying vec2 tc;\n" "#ifdef VERTEX_SHADER\n" "attribute vec2 v_texcoord;\n" "void main ()\n" "{\n" "tc = v_texcoord;\n" "gl_Position = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D s_t0;\n" "void main ()\n" "{\n" "gl_FragColor.rgb = (texture2D(s_t0, tc).rgb - cvar_r_bloom_filter)/(1.0-cvar_r_bloom_filter);\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "bloom_final", "!!cvarf r_bloom\n" "uniform float cvar_r_bloom;\n" //add them together //optionally apply tonemapping "varying vec2 tc;\n" "#ifdef VERTEX_SHADER\n" "attribute vec2 v_texcoord;\n" "void main ()\n" "{\n" "tc = v_texcoord;\n" "gl_Position = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D s_t0;\n" "uniform sampler2D s_t1;\n" "uniform sampler2D s_t2;\n" "uniform sampler2D s_t3;\n" "void main ()\n" "{\n" "gl_FragColor = \n" "texture2D(s_t0, tc) +\n" "cvar_r_bloom*(\n" "texture2D(s_t1, tc) +\n" "texture2D(s_t2, tc) +\n" "texture2D(s_t3, tc)\n" ") ;\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "colourtint", //this glsl shader is useful for cubemapped post processing effects (see csaddon for an example) "varying vec4 tf;\n" "#ifdef VERTEX_SHADER\n" "void main ()\n" "{\n" "gl_Position = tf = vec4(v_position.xy,-1.0, 1.0);\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D s_t0;\n" "uniform sampler3D s_t1;\n" "void main()\n" "{\n" "vec2 fc;\n" "fc = tf.xy / tf.w;\n" "vec3 raw = texture2D(s_t0, (1.0 + fc) / 2.0).rgb;\n" "#define LUTSIZE 16.0\n" "vec3 scale = vec3((LUTSIZE-1.0)/LUTSIZE);\n" "vec3 bias = vec3(1.0/(2.0*LUTSIZE));\n" "gl_FragColor = texture3D(s_t1, raw * scale + bias);\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "crepuscular_opaque", //opaque surfaces are drawn to the render target to mask out skies "#ifdef VERTEX_SHADER\n" "void main ()\n" "{\n" "gl_Position = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "void main()\n" "{\n" "gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "crepuscular_rays", "!!cvarf crep_decay\n" "!!cvarf crep_density\n" "!!cvarf crep_weight\n" //this is a post-processing shader, drawn in 2d //there will be a render target containing sky surfaces drawn with crepuscular_sky, and everything else drawn with crepuscular_opaque (to mask out the sky) //this shader then just smudges the sky out a bit as though its coming from the sun or whatever through the clouds. //yoinked from http://fabiensanglard.net/lightScattering/index.php "varying vec2 tc;\n" "#ifdef VERTEX_SHADER\n" "attribute vec2 v_texcoord;\n" "void main ()\n" "{\n" "tc = v_texcoord;\n" "gl_Position = v_position;\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "const float crep_decay = 0.94;\n" "const float crep_density = 0.5;\n" "const float crep_weight = 0.2;\n" "uniform vec3 l_lightcolour;\n" "uniform vec3 l_lightscreen;\n" "uniform sampler2D s_t0;\n" "const int NUM_SAMPLES = 100;\n" "void main()\n" "{\n" "vec2 deltaTextCoord = vec2(tc.st - l_lightscreen.xy);\n" "vec2 textCoo = tc.st;\n" "deltaTextCoord *= 1.0 / float(NUM_SAMPLES) * crep_density;\n" "float illuminationDecay = 1.0;\n" "for(int i=0; i < NUM_SAMPLES ; i++)\n" "{\n" "textCoo -= deltaTextCoord;\n" "vec4 sample = texture2D(s_t0, textCoo);\n" "sample *= illuminationDecay * crep_weight;\n" "gl_FragColor += sample;\n" "illuminationDecay *= crep_decay;\n" "}\n" "gl_FragColor *= vec4(l_lightcolour, 1.0);\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "crepuscular_sky", //pretty much a regular sky shader //though in reality we should render a sun circle in the middle. //still, its kinda cool to have scrolling clouds masking out parts of the sun. "#ifdef VERTEX_SHADER\n" "varying vec3 pos;\n" "void main ()\n" "{\n" "pos = v_position.xyz;\n" "gl_Position = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "uniform float e_time;\n" "uniform vec3 e_eyepos;\n" "varying vec3 pos;\n" "uniform sampler2D s_t0;\n" "uniform sampler2D s_t1;\n" "void main ()\n" "{\n" "vec2 tccoord;\n" "vec3 dir = pos - e_eyepos;\n" "dir.z *= 3.0;\n" "dir.xy /= 0.5*length(dir);\n" "tccoord = (dir.xy + e_time*0.03125);\n" "vec3 solid = vec3(texture2D(s_t0, tccoord));\n" "tccoord = (dir.xy + e_time*0.0625);\n" "vec4 clouds = texture2D(s_t1, tccoord);\n" "gl_FragColor.rgb = (solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb);\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "default2d", //this shader is present for support for gles/gl3core contexts //it is single-texture-with-vertex-colours, and doesn't do anything special. //beware that a few things use this, including apparently fonts and bloom rescaling. //its really not meant to do anything special. "#ifdef VERTEX_SHADER\n" "attribute vec2 v_texcoord;\n" "attribute vec4 v_colour;\n" "varying vec2 tc;\n" "varying vec4 vc;\n" "void main ()\n" "{\n" "tc = v_texcoord;\n" "vc = v_colour;\n" "gl_Position = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D s_t0;\n" "in vec2 tc;\n" "varying vec4 vc;\n" "void main ()\n" "{\n" "gl_FragColor = texture2D(s_t0, tc) * vc;\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "defaultadditivesprite", "!!permu FOG\n" //meant to be used for additive stuff. presumably particles and sprites. though actually its only flashblend effects that use this at the time of writing. //includes fog, apparently. "#include \"sys/fog.h\"\n" "#ifdef VERTEX_SHADER\n" "attribute vec2 v_texcoord;\n" "attribute vec4 v_colour;\n" "varying vec2 tc;\n" "varying vec4 vc;\n" "void main ()\n" "{\n" "tc = v_texcoord;\n" "vc = v_colour;\n" "gl_Position = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D s_t0;\n" "varying vec2 tc;\n" "varying vec4 vc;\n" "uniform vec4 e_colourident;\n" "void main ()\n" "{\n" "gl_FragColor = fog4additive(texture2D(s_t0, tc) * vc * e_colourident);\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "defaultskin", "!!permu FULLBRIGHT\n" "!!permu UPPERLOWER\n" "!!permu FRAMEBLEND\n" "!!permu SKELETAL\n" "!!permu FOG\n" //standard shader used for models. //must support skeletal and 2-way vertex blending or Bad Things Will Happen. //the vertex shader is responsible for calculating lighting values. "varying vec2 tc;\n" "varying vec3 light;\n" "#ifdef VERTEX_SHADER\n" "#include \"sys/skeletal.h\"\n" "attribute vec2 v_texcoord;\n" "uniform vec3 e_light_dir;\n" "uniform vec3 e_light_mul;\n" "uniform vec3 e_light_ambient;\n" "void main ()\n" "{\n" "vec3 n;\n" "gl_Position = skeletaltransform_n(n);\n" "light = e_light_ambient + (dot(n,e_light_dir)*e_light_mul);\n" "tc = v_texcoord;\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "#include \"sys/fog.h\"\n" "uniform sampler2D s_t0;\n" "#ifdef LOWER\n" "uniform sampler2D s_t1;\n" "uniform vec3 e_lowercolour;\n" "#endif\n" "#ifdef UPPER\n" "uniform sampler2D s_t2;\n" "uniform vec3 e_uppercolour;\n" "#endif\n" "#ifdef FULLBRIGHT\n" "uniform sampler2D s_t3;\n" "#endif\n" "uniform vec4 e_colourident;\n" "void main ()\n" "{\n" "vec4 col, sp;\n" "col = texture2D(s_t0, tc);\n" "#ifdef UPPER\n" "vec4 uc = texture2D(s_t2, tc);\n" "col.rgb = mix(col.rgb, uc.rgb*e_uppercolour, uc.a);\n" "#endif\n" "#ifdef LOWER\n" "vec4 lc = texture2D(s_t1, tc);\n" "col.rgb = mix(col.rgb, lc.rgb*e_lowercolour, lc.a);\n" "#endif\n" "col.rgb *= light;\n" "#ifdef FULLBRIGHT\n" "vec4 fb = texture2D(s_t3, tc);\n" "col.rgb = mix(col.rgb, fb.rgb, fb.a);\n" "#endif\n" "gl_FragColor = fog4(col * e_colourident);\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "defaultsky", //regular sky shader for scrolling q1 skies //the sky surfaces are thrown through this as-is. "#ifdef VERTEX_SHADER\n" "varying vec3 pos;\n" "void main ()\n" "{\n" "pos = v_position.xyz;\n" "gl_Position = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "uniform float e_time;\n" "uniform vec3 e_eyepos;\n" "varying vec3 pos;\n" "uniform sampler2D s_t0;\n" "uniform sampler2D s_t1;\n" "void main ()\n" "{\n" "vec2 tccoord;\n" "vec3 dir = pos - e_eyepos;\n" "dir.z *= 3.0;\n" "dir.xy /= 0.5*length(dir);\n" "tccoord = (dir.xy + e_time*0.03125);\n" "vec3 solid = vec3(texture2D(s_t0, tccoord));\n" "tccoord = (dir.xy + e_time*0.0625);\n" "vec4 clouds = texture2D(s_t1, tccoord);\n" "gl_FragColor.rgb = (solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb);\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "defaultsprite", "!!permu FOG\n" //used by both particles and sprites. //note the fog blending mode is all that differs from defaultadditivesprite "#include \"sys/fog.h\"\n" "#ifdef VERTEX_SHADER\n" "attribute vec2 v_texcoord;\n" "attribute vec4 v_colour;\n" "varying vec2 tc;\n" "varying vec4 vc;\n" "void main ()\n" "{\n" "tc = v_texcoord;\n" "vc = v_colour;\n" "gl_Position = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D s_t0;\n" "varying vec2 tc;\n" "varying vec4 vc;\n" "uniform vec4 e_colourident;\n" "void main ()\n" "{\n" "gl_FragColor = fog4blend(texture2D(s_t0, tc) * vc * e_colourident);\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "defaultwall", "!!permu OFFSETMAPPING\n" "!!permu FULLBRIGHT\n" "!!permu FOG\n" "!!permu LIGHTSTYLED\n" "!!cvarf r_glsl_offsetmapping_scale\n" //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\"\n" "#if defined(OFFSETMAPPING)\n" "varying vec3 eyevector;\n" "#endif\n" "varying vec2 tc;\n" "#ifdef LIGHTSTYLED\n" //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;\n" "#else\n" "varying vec2 lm;\n" "#endif\n" "#ifdef VERTEX_SHADER\n" "attribute vec2 v_texcoord;\n" "attribute vec2 v_lmcoord;\n" "#ifdef LIGHTSTYLED\n" "attribute vec2 v_lmcoord2;\n" "attribute vec2 v_lmcoord3;\n" "attribute vec2 v_lmcoord4;\n" "#endif\n" "#if defined(OFFSETMAPPING)\n" "uniform vec3 e_eyepos;\n" "attribute vec3 v_normal;\n" "attribute vec3 v_svector;\n" "attribute vec3 v_tvector;\n" "#endif\n" "void main ()\n" "{\n" "#if defined(OFFSETMAPPING)\n" "vec3 eyeminusvertex = e_eyepos - v_position.xyz;\n" "eyevector.x = -dot(eyeminusvertex, v_svector.xyz);\n" "eyevector.y = dot(eyeminusvertex, v_tvector.xyz);\n" "eyevector.z = dot(eyeminusvertex, v_normal.xyz);\n" "#endif\n" "tc = v_texcoord;\n" "lm = v_lmcoord;\n" "#ifdef LIGHTSTYLED\n" "lm2 = v_lmcoord2;\n" "lm3 = v_lmcoord3;\n" "lm4 = v_lmcoord4;\n" "#endif\n" "gl_Position = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" //samplers "uniform sampler2D s_t0;\n" "uniform sampler2D s_t1;\n" "#ifdef OFFSETMAPPING\n" "uniform sampler2D s_t2;\n" "#endif\n" "#ifdef FULLBRIGHT\n" "uniform sampler2D s_t4;\n" "#endif\n" "#ifdef LIGHTSTYLED\n" "uniform sampler2D s_t5;\n" "uniform sampler2D s_t6;\n" "uniform sampler2D s_t7;\n" "#endif\n" "#ifdef LIGHTSTYLED\n" "uniform vec4 e_lmscale[4];\n" "#else\n" "uniform vec4 e_lmscale;\n" "#endif\n" "uniform vec4 e_colourident;\n" "#ifdef OFFSETMAPPING\n" "#include \"sys/offsetmapping.h\"\n" "#endif\n" "void main ()\n" "{\n" "#ifdef OFFSETMAPPING\n" "vec2 tcoffsetmap = offsetmap(s_t2, tc, eyevector);\n" "#define tc tcoffsetmap\n" "#endif\n" "gl_FragColor = texture2D(s_t0, tc);\n" "#ifdef LIGHTSTYLED\n" "vec4 lightmaps;\n" "lightmaps = texture2D(s_t1, lm ) * e_lmscale[0];\n" "lightmaps += texture2D(s_t5, lm2) * e_lmscale[1];\n" "lightmaps += texture2D(s_t6, lm3) * e_lmscale[2];\n" "lightmaps += texture2D(s_t7, lm4) * e_lmscale[3];\n" "gl_FragColor.rgb *= lightmaps.rgb;\n" "#else\n" "gl_FragColor.rgb *= (texture2D(s_t1, lm) * e_lmscale).rgb;\n" "#endif\n" "#ifdef FULLBRIGHT\n" "gl_FragColor.rgb += texture2D(s_t4, tc).rgb;\n" "#endif\n" "gl_FragColor = gl_FragColor * e_colourident;\n" "#ifdef FOG\n" "gl_FragColor = fog4(gl_FragColor);\n" "#endif\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "defaultwarp", "!!cvarf r_wateralpha\n" "!!permu FOG\n" //this is the shader that's responsible for drawing default q1 turbulant water surfaces //this is expected to be moderately fast. "#include \"sys/fog.h\"\n" "varying vec2 tc;\n" "#ifdef VERTEX_SHADER\n" "attribute vec2 v_texcoord;\n" "void main ()\n" "{\n" "tc = v_texcoord.st;\n" "gl_Position = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D s_t0;\n" "uniform float e_time;\n" "uniform float cvar_r_wateralpha;\n" "void main ()\n" "{\n" "vec2 ntc;\n" "ntc.s = tc.s + sin(tc.t+e_time)*0.125;\n" "ntc.t = tc.t + sin(tc.s+e_time)*0.125;\n" "vec3 ts = vec3(texture2D(s_t0, ntc));\n" "gl_FragColor = fog4(vec4(ts, cvar_r_wateralpha));\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "drawflat_wall", "!!cvarv r_floorcolor\n" "!!cvarv r_wallcolor\n" "!!permu FOG\n" //this is for the '286' preset walls, and just draws lightmaps coloured based upon surface normals. "#include \"sys/fog.h\"\n" "varying vec4 col;\n" "#ifdef VERTEX_SHADER\n" "attribute vec3 v_normal;\n" "attribute vec2 v_lmcoord;\n" "varying vec2 lm;\n" "uniform vec3 cvar_r_wallcolor;\n" "uniform vec3 cvar_r_floorcolor;\n" "uniform vec4 e_lmscale;\n" "void main ()\n" "{\n" "col = vec4(e_lmscale.rgb/255.0 * ((v_normal.z < 0.73)?cvar_r_wallcolor:cvar_r_floorcolor), e_lmscale.a);\n" "lm = v_lmcoord;\n" "gl_Position = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D s_t0;\n" "varying vec2 lm;\n" "void main ()\n" "{\n" "gl_FragColor = fog4(col * texture2D(s_t0, lm));\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "lpp_depthnorm", "!!permu BUMP\n" "!!permu SKELETAL\n" //light pre-pass rendering (defered lighting) //this is the initial pass, that draws the surface normals and depth to the initial colour buffer "varying vec3 norm, tang, bitang;\n" "#if defined(BUMP)\n" "varying vec2 tc;\n" "#endif\n" "#ifdef VERTEX_SHADER\n" "#include \"sys/skeletal.h\"\n" "attribute vec2 v_texcoord;\n" "void main()\n" "{\n" "#if defined(BUMP)\n" "gl_Position = skeletaltransform_nst(norm, tang, bitang);\n" "tc = v_texcoord;\n" "#else\n" "gl_Position = skeletaltransform_n(norm);\n" "#endif\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "#if defined(BUMP)\n" "uniform sampler2D s_t0;\n" "#endif\n" "void main()\n" "{\n" "vec3 onorm;\n" "#if defined(BUMP)\n" "vec3 bm = 2.0*texture2D(s_t0, tc).xyz - 1.0;\n" "onorm = normalize(bm.x * tang + bm.y * bitang + bm.z * norm);\n" "#else\n" "onorm = norm;\n" "#endif\n" "gl_FragColor = vec4(onorm.xyz, gl_FragCoord.z / gl_FragCoord.w);\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "lpp_light", //this shader is a light shader. ideally drawn with a quad covering the entire region //the output is contribution from this light (which will be additively blended) //you can blame Electro for much of the maths in here. //fixme: no fog "varying vec4 tf;\n" "#ifdef VERTEX_SHADER\n" "void main()\n" "{\n" "tf = ftetransform();\n" "gl_Position = tf;\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D s_t0;\n" "uniform vec3 l_lightposition;\n" "uniform mat4 m_invviewprojection;\n" "uniform vec3 l_lightcolour;\n" "uniform float l_lightradius;\n" "vec3 calcLightWorldPos(vec2 screenPos, float depth)\n" "{\n" "vec4 pos;\n" "pos.x = screenPos.x;\n" "pos.y = screenPos.y;\n" "pos.z = depth;\n" "pos.w = 1.0;\n" "pos = m_invviewprojection * pos;\n" "return pos.xyz / pos.w;\n" "}\n" "void main ()\n" "{\n" "vec3 lightColour = l_lightcolour.rgb;\n" "float lightIntensity = 1.0;\n" "float lightAttenuation = l_lightradius; // fixme: just use the light radius for now, use better near/far att math separately once working\n" "float radiusFar = l_lightradius;\n" "float radiusNear = l_lightradius*0.5;\n" "vec2 fc;\n" "fc = tf.xy / tf.w;\n" "vec4 data = texture2D(s_t0, (1.0 + fc) / 2.0);\n" "float depth = data.a;\n" "vec3 norm = data.xyz;\n" /* calc where the wall that generated this sample came from */ "vec3 worldPos = calcLightWorldPos(fc, depth);\n" /*calc diffuse lighting term*/ "vec3 lightDir = l_lightposition - worldPos;\n" "float zdiff = 1.0 - clamp(length(lightDir) / lightAttenuation, 0.0, 1.0);\n" "float atten = (radiusFar * zdiff) / (radiusFar - radiusNear);\n" "atten = pow(atten, 2.0);\n" "lightDir = normalize(lightDir);\n" "float nDotL = dot(norm, lightDir) * atten;\n" "float lightDiffuse = max(0.0, nDotL);\n" "gl_FragColor = vec4(lightDiffuse * (lightColour * lightIntensity), 1.0);\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "lpp_wall", //the final defered lighting pass. //the lighting values were written to some render target, which is fed into this shader, and now we draw all the wall textures with it. "varying vec2 tc, lm;\n" "varying vec4 tf;\n" "#ifdef VERTEX_SHADER\n" "attribute vec2 v_texcoord;\n" "attribute vec2 v_lmcoord;\n" "void main ()\n" "{\n" "tc = v_texcoord;\n" "lm = v_lmcoord;\n" "gl_Position = tf = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D s_t0;\n" "uniform sampler2D s_t1;\n" "uniform sampler2D s_t2;\n" "uniform vec4 e_lmscale;\n" "void main ()\n" "{\n" "vec2 nst;\n" "nst = tf.xy / tf.w;\n" "nst = (1.0 + nst) / 2.0;\n" "vec4 l = texture2D(s_t0, nst)*5.0;\n" "vec4 c = texture2D(s_t1, tc);\n" "vec3 lmsamp = texture2D(s_t2, lm).rgb*lmscale;\n" "vec3 diff = l.rgb;\n" "vec3 chrom = diff / (0.001 + dot(diff, vec3(0.3, 0.59, 0.11)));\n" "vec3 spec = chrom * l.a;\n" "gl_FragColor = vec4((diff + lmsamp) * c.xyz, 1.0);\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "postproc_fisheye", "!!cvarf ffov\n" //fisheye view rendering, for silly fovs that are still playable. "#ifdef VERTEX_SHADER\n" "attribute vec2 v_texcoord;\n" "varying vec2 texcoord;\n" "void main()\n" "{\n" "texcoord = v_texcoord.xy;\n" "gl_Position = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "uniform samplerCube s_t0;\n" "varying vec2 texcoord;\n" "uniform float cvar_ffov;\n" "void main()\n" "{\n" "vec3 tc; \n" "vec2 d; \n" "vec2 ang; \n" "d = texcoord; \n" "ang.x = sqrt(d.x*d.x+d.y*d.y)*radians(cvar_ffov); \n" "ang.y = -atan(d.y, d.x); \n" "tc.x = sin(ang.x) * cos(ang.y); \n" "tc.y = sin(ang.x) * sin(ang.y); \n" "tc.z = cos(ang.x); \n" "gl_FragColor = textureCube(s_t0, tc);\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "postproc_panorama", "!!cvarf ffov\n" //panoramic view rendering, for promo map shots or whatever. "#ifdef VERTEX_SHADER\n" "attribute vec2 v_texcoord;\n" "varying vec2 texcoord;\n" "void main()\n" "{\n" "texcoord = v_texcoord.xy;\n" "gl_Position = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "uniform samplerCube s_t0;\n" "varying vec2 texcoord;\n" "uniform float cvar_ffov;\n" "void main()\n" "{\n" "vec3 tc; \n" "float ang; \n" "ang = texcoord.x*-radians(cvar_ffov); \n" "tc.x = sin(ang); \n" "tc.y = -texcoord.y; \n" "tc.z = cos(ang); \n" "gl_FragColor = textureCube(s_t0, tc);\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "rtlight", "!!permu BUMP\n" "!!permu SPECULAR\n" "!!permu OFFSETMAPPING\n" "!!permu SKELETAL\n" "!!permu FOG\n" "!!cvarf r_glsl_offsetmapping_scale\n" //this is the main shader responsible for realtime dlights. //texture units: //s0=diffuse, s1=normal, s2=specular, s3=shadowmap //custom modifiers: //PCF(shadowmap) //CUBE(projected cubemap) "varying vec2 tcbase;\n" "varying vec3 lightvector;\n" "#if defined(SPECULAR) || defined(OFFSETMAPPING)\n" "varying vec3 eyevector;\n" "#endif\n" "#if defined(PCF) || defined(CUBE)\n" "varying vec4 vshadowcoord;\n" "uniform mat4 l_projmatrix;\n" "#endif\n" "#ifdef VERTEX_SHADER\n" "#include \"sys/skeletal.h\"\n" "uniform vec3 l_lightposition;\n" "attribute vec2 v_texcoord;\n" "#if defined(SPECULAR) || defined(OFFSETMAPPING)\n" "uniform vec3 e_eyepos;\n" "#endif\n" "void main ()\n" "{\n" "vec3 n, s, t, w;\n" "gl_Position = skeletaltransform_wnst(w,n,s,t);\n" "tcbase = v_texcoord; //pass the texture coords straight through\n" "vec3 lightminusvertex = l_lightposition - w.xyz;\n" "lightvector.x = -dot(lightminusvertex, s.xyz);\n" "lightvector.y = dot(lightminusvertex, t.xyz);\n" "lightvector.z = dot(lightminusvertex, n.xyz);\n" "#if defined(SPECULAR)||defined(OFFSETMAPPING)\n" "vec3 eyeminusvertex = e_eyepos - w.xyz;\n" "eyevector.x = -dot(eyeminusvertex, s.xyz);\n" "eyevector.y = dot(eyeminusvertex, t.xyz);\n" "eyevector.z = dot(eyeminusvertex, n.xyz);\n" "#endif\n" "#if defined(PCF) || defined(SPOT) || defined(PROJECTION) || defined(CUBE)\n" "vshadowcoord = l_projmatrix*vec4(w.xyz, 1.0);\n" "#endif\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "#include \"sys/fog.h\"\n" "uniform sampler2D s_t0;\n" "#if defined(BUMP) || defined(SPECULAR) || defined(OFFSETMAPPING)\n" "uniform sampler2D s_t1;\n" "#endif\n" "#ifdef SPECULAR\n" "uniform sampler2D s_t2;\n" "#endif\n" "#ifdef CUBE\n" "uniform samplerCube s_t3;\n" "#endif\n" "#ifdef PCF\n" "#ifdef CUBE\n" "uniform samplerCubeShadow s_t7;\n" "#else\n" "uniform sampler2DShadow s_t7;\n" "#endif\n" "#endif\n" "uniform float l_lightradius;\n" "uniform vec3 l_lightcolour;\n" "uniform vec3 l_lightcolourscale;\n" "#ifdef OFFSETMAPPING\n" "#include \"sys/offsetmapping.h\"\n" "#endif\n" "void main ()\n" "{\n" //read raw texture samples (offsetmapping munges the tex coords first) "#ifdef OFFSETMAPPING\n" "vec2 tcoffsetmap = offsetmap(s_t1, tcbase, eyevector);\n" "#define tcbase tcoffsetmap\n" "#endif\n" "vec3 bases = vec3(texture2D(s_t0, tcbase));\n" "#if defined(BUMP) || defined(SPECULAR)\n" "vec3 bumps = normalize(vec3(texture2D(s_t1, tcbase)) - 0.5);\n" "#endif\n" "#ifdef SPECULAR\n" "vec4 specs = texture2D(s_t2, tcbase);\n" "#endif\n" "vec3 nl = normalize(lightvector);\n" "float colorscale = max(1.0 - (dot(lightvector, lightvector)/(l_lightradius*l_lightradius)), 0.0);\n" "vec3 diff;\n" "#ifdef BUMP\n" "diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(bumps, nl), 0.0));\n" "#else\n" "diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0));\n" "#endif\n" "#ifdef SPECULAR\n" "vec3 halfdir = normalize(normalize(eyevector) + nl);\n" "float spec = pow(max(dot(halfdir, bumps), 0.0), 32.0 * specs.a);\n" "diff += l_lightcolourscale.z * spec * specs.rgb;\n" "#endif\n" "#ifdef CUBE\n" "diff *= textureCube(s_t3, vshadowcoord.xyz).rgb;\n" "#endif\n" "#ifdef PCF\n" "#if defined(SPOT)\n" "const float texx = 512.0;\n" "const float texy = 512.0;\n" "vec4 shadowcoord = vshadowcoord;\n" "#else\n" "const float texx = 512.0;\n" "const float texy = 512.0;\n" "vec4 shadowcoord;\n" "shadowcoord.zw = vshadowcoord.zw;\n" "shadowcoord.xy = vshadowcoord.xy;\n" "#endif\n" "#ifdef CUBE\n" "const float xPixelOffset = 1.0/texx; const float yPixelOffset = 1.0/texy; float s = 0.0;\n" "s += shadowCubeProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n" "s += shadowCubeProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n" "s += shadowCubeProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n" "s += shadowCubeProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n" "s += shadowCubeProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n" "s += shadowCubeProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n" "s += shadowCubeProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n" "s += shadowCubeProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n" "s += shadowCubeProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n" "colorscale *= s/9.0;\n" "#else\n" "const float xPixelOffset = 1.0/texx; const float yPixelOffset = 1.0/texy; float s = 0.0;\n" "s += shadow2DProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n" "s += shadow2DProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n" "s += shadow2DProj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n" "s += shadow2DProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n" "s += shadow2DProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n" "s += shadow2DProj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n" "s += shadow2DProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n" "s += shadow2DProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n" "s += shadow2DProj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n" "colorscale *= s/9.0;\n" "#endif\n" "#endif\n" "#if defined(SPOT)\n" "if (shadowcoord.w < 0.0) discard;\n" "vec2 spot = ((shadowcoord.st)/shadowcoord.w - 0.5)*2.0;colorscale*=1.0-(dot(spot,spot));\n" "#endif\n" "#if defined(PROJECTION)\n" "l_lightcolour *= texture2d(s_t3, shadowcoord);\n" "#endif\n" "gl_FragColor.rgb = fog3additive(diff*colorscale*l_lightcolour);\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "underwaterwarp", "!!cvarf r_waterwarp\n" //this is a post processing shader that is drawn fullscreen whenever the view is underwater. //its generally expected to warp the view a little. "#ifdef VERTEX_SHADER\n" "attribute vec2 v_texcoord;\n" "varying vec2 v_stc;\n" "varying vec2 v_warp;\n" "varying vec2 v_edge;\n" "uniform float e_time;\n" "void main ()\n" "{\n" "gl_Position = ftetransform();\n" "v_stc = (1.0+(gl_Position.xy / gl_Position.w))/2.0;\n" "v_warp.s = e_time * 0.25 + v_texcoord.s;\n" "v_warp.t = e_time * 0.25 + v_texcoord.t;\n" "v_edge = v_texcoord.xy;\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "varying vec2 v_stc;\n" "varying vec2 v_warp;\n" "varying vec2 v_edge;\n" "uniform sampler2D s_t0;/*$currentrender*/\n" "uniform sampler2D s_t1;/*warp image*/\n" "uniform sampler2D s_t2;/*edge image*/\n" "uniform vec3 e_rendertexturescale;\n" "uniform float cvar_r_waterwarp;\n" "void main ()\n" "{\n" "float amptemp;\n" "vec3 edge;\n" "edge = texture2D( s_t2, v_edge ).rgb;\n" "amptemp = (0.010 / 0.625) * cvar_r_waterwarp * edge.x;\n" "vec3 offset;\n" "offset = texture2D( s_t1, v_warp ).rgb;\n" "offset.x = (offset.x - 0.5) * 2.0;\n" "offset.y = (offset.y - 0.5) * 2.0;\n" "vec2 temp;\n" "temp.x = v_stc.x + offset.x * amptemp;\n" "temp.y = v_stc.y + offset.y * amptemp;\n" "gl_FragColor = texture2D( s_t0, temp*e_rendertexturescale.st );\n" "}\n" "#endif\n" }, #endif #ifdef GLQUAKE {QR_OPENGL, 110, "terrain", "!!permu FOG\n" "#include \"sys/fog.h\"\n" "varying vec2 tc;\n" "varying vec2 lm;\n" "#ifdef VERTEX_SHADER\n" "attribute vec2 v_texcoord;\n" "attribute vec2 v_lmcoord;\n" "void main (void)\n" "{\n" "tc = v_texcoord.st;\n" "lm = v_lmcoord.st;\n" "gl_Position = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" //four texture passes "uniform sampler2D s_t0;\n" "uniform sampler2D s_t1;\n" "uniform sampler2D s_t2;\n" "uniform sampler2D s_t3;\n" //mix values "uniform sampler2D s_t4;\n" "void main (void)\n" "{\n" "vec4 m = texture2D(s_t4, lm);\n" "gl_FragColor = fog4(vec4(m.aaa,1.0)*(\n" "texture2D(s_t0, tc)*m.r\n" "+ texture2D(s_t1, tc)*m.g\n" "+ texture2D(s_t2, tc)*m.b\n" "+ texture2D(s_t3, tc)*(1.0 - (m.r + m.g + m.b))\n" "));\n" "}\n" "#endif\n" }, #endif