!!ver 110 !!permu FRAMEBLEND !!permu BUMP !!permu FOG !!permu SKELETAL !!permu AMBIENTCUBE !!samps diffuse fullbright normalmap !!permu FAKESHADOWS !!cvardf r_glsl_pcf !!samps =FAKESHADOWS shadowmap // envmaps only !!samps =REFLECTCUBEMASK reflectmask reflectcube !!cvardf r_skipDiffuse #include "sys/defs.h" varying vec2 tex_c; varying vec3 norm; /* CUBEMAPS ONLY */ #ifdef REFLECTCUBEMASK varying vec3 eyevector; varying mat3 invsurface; #endif #ifdef FAKESHADOWS varying vec4 vtexprojcoord; #endif #ifdef VERTEX_SHADER #include "sys/skeletal.h" void main (void) { vec3 n, s, t, w; tex_c = v_texcoord; gl_Position = skeletaltransform_wnst(w,n,s,t); norm = n; /* 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" #include "sys/pcf.h" float lambert(vec3 normal, vec3 dir) { return max(dot(normal, dir), 0.0); } float halflambert(vec3 normal, vec3 dir) { return (lambert(normal, dir) * 0.5) + 0.5; } void main (void) { vec4 diffuse_f = texture2D(s_diffuse, tex_c); vec3 light; #ifdef MASKLT if (diffuse_f.a < float(MASK)) discard; #endif /* Normal/Bumpmap Shenanigans */ #ifdef BUMP /* Source's normalmaps are in the DX format where the green channel is flipped */ vec3 normal_f = texture2D(s_normalmap, tex_c).rgb; normal_f.g *= -1.0; normal_f = normalize(normal_f.rgb - 0.5); #else vec3 normal_f = vec3(0.0,0.0,1.0); #endif /* CUBEMAPS ONLY */ #ifdef REFLECTCUBEMASK /* 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) #define refl 1.0 - diffuse_f.a #else #define refl texture2D(s_normalmap, tex_c).a #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 #ifdef AMBIENTCUBE //no specular effect here. use rtlights for that. vec3 nn = norm*norm; //FIXME: should be worldspace normal. light = nn.x * e_light_ambientcube[(norm.x<0.0)?1:0] + nn.y * e_light_ambientcube[(norm.y<0.0)?3:2] + nn.z * e_light_ambientcube[(norm.z<0.0)?5:4]; #else #ifdef HALFLAMBERT light = e_light_ambient + (e_light_mul * halflambert(norm, e_light_dir)); #else light = e_light_ambient + (e_light_mul * lambert(norm, e_light_dir)); #endif /* the light we're getting is always too bright */ light *= 0.75; /* clamp at 1.5 */ if (light.r > 1.5) light.r = 1.5; if (light.g > 1.5) light.g = 1.5; if (light.b > 1.5) light.b = 1.5; #endif diffuse_f.rgb *= light; #ifdef FAKESHADOWS diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord); #endif gl_FragColor = fog4(diffuse_f * e_colourident) * e_lmscale; } #endif