fteqw/engine/shaders/glsl/defaultwall.glsl
Spoike 0f7bbfcf0e Implement an area grid, primarily to avoid mods(read: xonotic) generating 2000 ents all sitting on the root area node.
Add separate cl_movement cvar to enable/disable reporting input sequences to DP servers (which use different pathways). Does not affect other protocols. This is separate from cl_nopred but will usually have the same result in the long run.
Fixed movevalues for DPP7 clients, if they try using prediction they should now (mostly) get the same values that DP normally uses for QW servers.
Reworked sky overrides somewhat. Now uses skyboxes where possible.
Fixed dpcompat_makeshitup a little, for better compat.
Fixed echo $foo$bar not exanding bar.
Try to fix the meanings of vid_hardwaregamma.
Fixes for builtins/features/etc that apparently only xonotic uses.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5143 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-08-29 02:29:06 +00:00

366 lines
10 KiB
GLSL

!!ver 100 150
!!permu TESS
!!permu DELUXE
!!permu FULLBRIGHT
!!permu FOG
!!permu LIGHTSTYLED
!!permu BUMP
!!permu SPECULAR
!!permu REFLECTCUBEMASK
!!cvarf r_glsl_offsetmapping_scale
!!cvarf gl_specular
!!cvardf r_tessellation_level=5
!!samps diffuse lightmap specular normalmap fullbright reflectmask reflectcube paletted lightmap1 lightmap2 lightmap3
#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"
#if !defined(TESS_CONTROL_SHADER)
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
varying vec3 eyevector;
#endif
#if defined(REFLECTCUBEMASK) || defined(BUMPMODELSPACE)
varying mat3 invsurface;
#endif
varying vec2 tc;
#ifdef VERTEXLIT
varying vec4 vc;
#else
#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
varying vec2 lm0;
#endif
#endif
#endif
#ifdef VERTEX_SHADER
#ifdef TESS
varying vec3 vertex, normal;
#endif
void main ()
{
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(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);
#endif
#if defined(REFLECTCUBEMASK) || defined(BUMPMODELSPACE)
invsurface[0] = v_svector;
invsurface[1] = v_tvector;
invsurface[2] = v_normal;
#endif
tc = v_texcoord;
#ifdef FLOW
tc.s += e_time * -0.5;
#endif
#ifdef VERTEXLIT
#ifdef LIGHTSTYLED
//FIXME, only one colour.
vc = v_colour * e_lmscale[0];
#else
vc = v_colour * e_lmscale;
#endif
#else
lm0 = v_lmcoord;
#ifdef LIGHTSTYLED
lm1 = v_lmcoord2;
lm2 = v_lmcoord3;
lm3 = v_lmcoord4;
#endif
#endif
gl_Position = ftetransform();
#ifdef TESS
vertex = v_position;
normal = v_normal;
#endif
}
#endif
#if defined(TESS_CONTROL_SHADER)
layout(vertices = 3) out;
in vec3 vertex[];
out vec3 t_vertex[];
in vec3 normal[];
out vec3 t_normal[];
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
in vec3 eyevector[];
out vec3 t_eyevector[];
#endif
#ifdef REFLECTCUBEMASK
in mat3 invsurface[];
out mat3 t_invsurface[];
#endif
in vec2 tc[];
out vec2 t_tc[];
#ifdef VERTEXLIT
in vec4 vc[];
out vec4 t_vc[];
#else
in vec2 lm0[];
out vec2 t_lm0[];
#ifdef LIGHTSTYLED
in vec2 lm1[], lm2[], lm3[];
out vec2 t_lm1[], t_lm2[], t_lm3[];
#endif
#endif
void main()
{
//the control shader needs to pass stuff through
#define id gl_InvocationID
t_vertex[id] = vertex[id];
t_normal[id] = normal[id];
#ifdef REFLECTCUBEMASK
t_invsurface[id] = invsurface[id];
#endif
t_tc[id] = tc[id];
#ifdef VERTEXLIT
t_vc[id] = vc[id];
#else
t_lm0[id] = lm0[id];
#ifdef LIGHTSTYLED
t_lm1[id] = lm1[id];
t_lm2[id] = lm2[id];
t_lm3[id] = lm3[id];
#endif
#endif
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
t_eyevector[id] = eyevector[id];
#endif
gl_TessLevelOuter[0] = float(r_tessellation_level);
gl_TessLevelOuter[1] = float(r_tessellation_level);
gl_TessLevelOuter[2] = float(r_tessellation_level);
gl_TessLevelInner[0] = float(r_tessellation_level);
}
#endif
#if defined(TESS_EVALUATION_SHADER)
layout(triangles) in;
in vec3 t_vertex[];
in vec3 t_normal[];
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
in vec3 t_eyevector[];
#endif
#ifdef REFLECTCUBEMASK
in mat3 t_invsurface[];
#endif
in vec2 t_tc[];
#ifdef VERTEXLIT
in vec4 t_vc[];
#else
#ifdef LIGHTSTYLED
//we could use an offset, but that would still need to be per-surface which would break batches
//fixme: merge attributes?
in vec2 t_lm0[], t_lm1[], t_lm2[], t_lm3[];
#else
in vec2 t_lm0[];
#endif
#endif
#define LERP(a) (gl_TessCoord.x*a[0] + gl_TessCoord.y*a[1] + gl_TessCoord.z*a[2])
void main()
{
#define factor 1.0
tc = LERP(t_tc);
#ifdef VERTEXLIT
vc = LERP(t_vc);
#else
lm0 = LERP(t_lm0);
#ifdef LIGHTSTYLED
lm1 = LERP(t_lm1);
lm2 = LERP(t_lm2);
lm3 = LERP(t_lm3);
#endif
#endif
vec3 w = LERP(t_vertex);
vec3 t0 = w - dot(w-t_vertex[0],t_normal[0])*t_normal[0];
vec3 t1 = w - dot(w-t_vertex[1],t_normal[1])*t_normal[1];
vec3 t2 = w - dot(w-t_vertex[2],t_normal[2])*t_normal[2];
w = w*(1.0-factor) + factor*(gl_TessCoord.x*t0+gl_TessCoord.y*t1+gl_TessCoord.z*t2);
#if defined(PCF) || defined(SPOT) || defined(CUBE)
//for texture projections/shadowmapping on dlights
vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));
#endif
//FIXME: we should be recalcing these here, instead of just lerping them
#ifdef REFLECTCUBEMASK
invsurface = LERP(t_invsurface);
#endif
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
eyevector = LERP(t_eyevector);
#endif
gl_Position = m_modelviewprojection * vec4(w,1.0);
}
#endif
#ifdef FRAGMENT_SHADER
//samplers
#define s_colourmap s_t0
uniform sampler2D s_colourmap;
#ifdef SPECULAR
uniform float cvar_gl_specular;
#endif
#ifdef OFFSETMAPPING
#include "sys/offsetmapping.h"
#endif
void main ()
{
//adjust texture coords for offsetmapping
#ifdef OFFSETMAPPING
vec2 tcoffsetmap = offsetmap(s_normalmap, tc, eyevector);
#define tc tcoffsetmap
#endif
#if defined(EIGHTBIT) && !defined(LIGHTSTYLED)
//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.
#if __VERSION__ >= 130
vec2 lmsize = vec2(textureSize(s_lightmap0, 0));
#else
#define lmsize vec2(128.0,2048.0)
#endif
#define texelstolightmap (16.0)
vec2 lmcoord0 = floor(lm0 * lmsize*texelstolightmap)/(lmsize*texelstolightmap);
#define lm0 lmcoord0
#endif
//yay, regular texture!
gl_FragColor = texture2D(s_diffuse, tc);
#if defined(BUMP) && (defined(DELUXE) || defined(SPECULAR) || defined(REFLECTCUBEMASK))
vec3 norm = normalize(texture2D(s_normalmap, tc).rgb - 0.5);
#elif defined(SPECULAR) || defined(DELUXE) || defined(REFLECTCUBEMASK)
vec3 norm = vec3(0, 0, 1); //specular lighting expects this to exist.
#endif
//modulate that by the lightmap(s) including deluxemap(s)
#ifdef VERTEXLIT
#ifdef LIGHTSTYLED
vec3 lightmaps = vc.rgb;
#else
vec3 lightmaps = vc.rgb;
#endif
#define delux vec3(0.0,0.0,1.0)
#else
#ifdef LIGHTSTYLED
#define delux vec3(0.0,0.0,1.0)
vec3 lightmaps;
#ifdef 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;
#endif
#else
vec3 lightmaps = (texture2D(s_lightmap, lm0) * e_lmscale).rgb;
//modulate by the bumpmap dot light
#ifdef DELUXE
vec3 delux = (texture2D(s_deluxmap, lm0).rgb-0.5);
#ifdef BUMPMODELSPACE
delux = normalize(delux*invsurface);
#else
lightmaps *= 2.0 / max(0.25, delux.z); //counter the darkening from deluxmaps
#endif
lightmaps *= dot(norm, delux);
#else
#define delux vec3(0.0,0.0,1.0)
#endif
#endif
#endif
//add in specular, if applicable.
#ifdef SPECULAR
vec4 specs = texture2D(s_specular, tc);
vec3 halfdir = normalize(normalize(eyevector) + delux); //this norm should be the deluxemap info instead
float spec = pow(max(dot(halfdir, norm), 0.0), 2.0*FTE_SPECULAR_EXPONENT * specs.a);
spec *= FTE_SPECULAR_MULTIPLIER;
//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;
#endif
#ifdef 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;
#endif
#ifdef 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
#ifdef FULLBRIGHT
gl_FragColor.rgb += texture2D(s_fullbright, tc).rgb;
#endif
#endif
//entity modifiers
gl_FragColor = gl_FragColor * e_colourident;
#if defined(MASK)
#if defined(MASKLT)
if (gl_FragColor.a < MASK)
discard;
#else
if (gl_FragColor.a >= MASK)
discard;
#endif
#endif
//and finally hide it all if we're fogged.
#ifdef FOG
gl_FragColor = fog4(gl_FragColor);
#endif
}
#endif