!!permu FULLBRIGHT !!permu BUMP !!permu REFLECTCUBEMASK !!cvarf r_glsl_offsetmapping=0.0 !!cvarf r_glsl_offsetmapping_scale=0.04 !!cvarf gl_specular=0.3 !!cvarb r_fog_exp2=true !!samps diffuse normalmap specular fullbright lightmap !!samps deluxmap reflectmask reflectcube !!argb vertexlit=0 !!samps paletted 1 !!argb eightbit=0 !!argf mask=1.0 !!argb masklt=false !!permu FOG //!!permu DELUXE //!!permu LIGHTSTYLED //this seems to be breaking nvidia drivers if set from the engine, despite us not using it... const bool DELUXE = false; #define SPECULAR (cvar_gl_specular>0) #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" layout(location=1) varying vec3 eyevector; layout(location=2) varying vec2 basetc; layout(location=3) varying vec4 vc; layout(location=4) varying mat3 invsurface; #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 layout(location=0) varying vec2 lm0; #endif #ifdef VERTEX_SHADER void main () { if (OFFSETMAPPING || SPECULAR || REFLECTCUBEMASK) { 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); } if (REFLECTCUBEMASK) { invsurface[0] = v_svector; invsurface[1] = v_tvector; invsurface[2] = v_normal; } basetc = v_texcoord; lm0 = v_lmcoord; #ifdef LIGHTSTYLED lm1 = v_lmcoord2; lm2 = v_lmcoord3; lm3 = v_lmcoord4; #endif if (arg_vertexlit) vc = v_colour; gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER //samplers //for 8bit #define s_colourmap s_t0 #include "sys/offsetmapping.h" void main () { //adjust texture coords for offsetmapping vec2 tc = basetc; if (OFFSETMAPPING) tc = offsetmap(s_normalmap, tc, eyevector); //yay, regular texture! gl_FragColor = texture2D(s_diffuse, tc); vec3 norm; if (BUMP && (DELUXE || SPECULAR || REFLECTCUBEMASK)) norm = normalize(texture2D(s_normalmap, tc).rgb - 0.5); else if (SPECULAR || DELUXE || REFLECTCUBEMASK) norm = vec3(0, 0, 1); //specular lighting expects this to exist. vec3 lightmaps; if (arg_vertexlit) lightmaps = vc.rgb * e_lmscale.rgb; else { //modulate that by the lightmap(s) including deluxemap(s) #ifdef LIGHTSTYLED if (DELUXE) { lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(norm, 2.0*texture2D(s_deluxmap0, lm0).rgb-0.5); lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(norm, 2.0*texture2D(s_deluxmap1, lm1).rgb-0.5); lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(norm, 2.0*texture2D(s_deluxmap2, lm2).rgb-0.5); lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(norm, 2.0*texture2D(s_deluxmap3, 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; } #else if (arg_eightbit) { //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. vec2 nearestlm0 = floor(lm0 * 256.0*8.0)/(256.0*8.0); lightmaps = (texture2D(s_lightmap, nearestlm0) * e_lmscale).rgb; } else lightmaps = (texture2D(s_lightmap, lm0) * e_lmscale).rgb; //modulate by the bumpmap dot light if (DELUXE) { vec3 delux = 2.0*(texture2D(s_deluxmap, lm0).rgb-0.5); lightmaps *= 1.0 / max(0.25, delux.z); //counter the darkening from deluxmaps lightmaps *= dot(norm, delux); } #endif } //add in specular, if applicable. if (SPECULAR) { vec4 specs = texture2D(s_specular, tc); vec3 halfdir; if (DELUXE) { //not lightstyled... halfdir = normalize(normalize(eyevector) + 2.0*(texture2D(s_deluxmap0, lm0).rgb-0.5)); //this norm should be the deluxemap info instead } else { halfdir = normalize(normalize(eyevector) + vec3(0.0, 0.0, 1.0)); //this norm should be the deluxemap info instead } float spec = pow(max(dot(halfdir, norm), 0.0), 32.0 * specs.a); spec *= cvar_gl_specular; //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. gl_FragColor.rgb += spec * specs.rgb; } if (REFLECTCUBEMASK) { vec3 rtc = reflect(-eyevector, norm); rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2]; rtc = (m_model * vec4(rtc.xyz,0.0)).xyz; gl_FragColor.rgb += texture2D(s_reflectmask, tc).rgb * textureCube(s_reflectcube, rtc).rgb; } if (arg_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 gl_FragColor.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. gl_FragColor.g = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.g)).g; //its not very softwarey, but re-palettizing is ugly. gl_FragColor.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. gl_FragColor.rgb *= lightmaps.rgb; //add on the fullbright if (FULLBRIGHT) gl_FragColor.rgb += texture2D(s_fullbright, tc).rgb; } //entity modifiers gl_FragColor = gl_FragColor * e_colourident; if (arg_mask != 1.0) { if (arg_masklt) { if (gl_FragColor.a < arg_mask) discard; } else { if (gl_FragColor.a >= arg_mask) discard; } gl_FragColor.a = 1.0; } //and finally hide it all if we're fogged. #ifdef FOG gl_FragColor = fog4(gl_FragColor); #endif } #endif