!!permu FULLBRIGHT !!permu UPPERLOWER //!!permu FRAMEBLEND //!!permu SKELETAL !!permu FOG !!permu BUMP !!permu REFLECTCUBEMASK !!cvarf r_glsl_offsetmapping=0 !!cvarf r_glsl_offsetmapping_scale=0.04 !!cvarf gl_specular=0 !!cvarb r_fog_exp2=true !!samps diffuse normalmap upper lower specular fullbright reflectcube reflectmask #include "sys/defs.h" //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. layout(location=0) varying vec2 tcbase; layout(location=1) varying vec3 light; #if defined(SPECULAR) || defined(OFFSETMAPPING) layout(location=2) varying vec3 eyevector; #endif layout(location=3) varying mat3 invsurface; #ifdef VERTEX_SHADER #include "sys/skeletal.h" void main () { vec3 n; if (SPECULAR||OFFSETMAPPING||REFLECTCUBEMASK) { vec3 s, t, w; gl_Position = skeletaltransform_wnst(w,n,s,t); vec3 eyeminusvertex = e_eyepos - w.xyz; eyevector.x = dot(eyeminusvertex, s.xyz); eyevector.y = dot(eyeminusvertex, t.xyz); eyevector.z = dot(eyeminusvertex, n.xyz); if (REFLECTCUBEMASK) { invsurface[0] = s; invsurface[0] = t; invsurface[0] = n; } } else { gl_Position = skeletaltransform_n(n); } float d = dot(n,e_light_dir); if (d < 0.0) //vertex shader. this might get ugly, but I don't really want to make it per vertex. d = 0.0; //this avoids the dark side going below the ambient level. light = e_light_ambient + (dot(n,e_light_dir)*e_light_mul); tcbase = v_texcoord; } #endif #ifdef FRAGMENT_SHADER #include "sys/fog.h" #include "sys/offsetmapping.h" void main () { vec4 col, sp; vec2 tc; if (OFFSETMAPPING) tc = offsetmap(s_normalmap, tcbase, eyevector); else tc = tcbase; col = texture2D(s_diffuse, tc); if (UPPERLOWER) { vec4 uc = texture2D(s_upper, tc); col.rgb += uc.rgb*e_uppercolour*uc.a; vec4 lc = texture2D(s_lower, tc); col.rgb += lc.rgb*e_lowercolour*lc.a; } vec3 bumps = vec3(0,0,1); if (BUMP || SPECULAR) { bumps = normalize(vec3(texture2D(s_normalmap, tc)) - 0.5); vec4 specs = texture2D(s_specular, tc); vec3 halfdir = normalize(normalize(eyevector) + vec3(0.0, 0.0, 1.0)); float spec = pow(max(dot(halfdir, bumps), 0.0), 32.0 * specs.a); col.rgb += cvar_gl_specular * spec * specs.rgb; } if (REFLECTCUBEMASK) { vec3 rtc = reflect(-eyevector, bumps); rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2]; rtc = (m_model * vec4(rtc.xyz,0.0)).xyz; col.rgb += texture2D(s_reflectmask, tc).rgb * textureCube(s_reflectcube, rtc).rgb; } col.rgb *= light; if (FULLBRIGHT) { vec4 fb = texture2D(s_fullbright, tc); // col.rgb = mix(col.rgb, fb.rgb, fb.a); col.rgb += fb.rgb * fb.a; } gl_FragColor = fog4(col * e_colourident); } #endif