mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-15 08:52:28 +00:00
fa0c73d33b
Added .psd, .pbm/.pgm/.ppm, .pfm, and .hdr image formats. Extensions NOT added to r_imageextensions. png (and the above formats) can now be loaded as RGBA16, instead of being truncated to RGBA8 (8bit pngs not affected). r_imagelist will now show images from memory, instead of potentially loading new/different ones from disk. Fix serverbrowser bug being too eager to join the server (eg from alt+tab). Don't send ipv6 packets to qw/q2 masters. They won't be able to report ipv6 addresses anyway, and this reduces warnings when a host STILL has no ipv6 (my ISP sucks). this does not affect q3/dpmasters, for people without ipv4 addresses. Tried to improve compat with Bloodshot's particle effects. Fixed a couple of issues with R_AddTrisoup. Fixed string tokenizing bug where it was using the wrong buffer size values. Don't show link-local/localhost addresses in eg the status command (unless developer). qtv-rel is now an easier target, for new qtv releases. qtv warning fixes. added a nailtrail effect to 'high' particles. fixed terrain shaders. fixed fogged water issue (on one of bal's maps). first attempt at gltf2 format support git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5400 fc73d0e0-1445-4013-8a0c-d673dee63da5
149 lines
3.7 KiB
GLSL
149 lines
3.7 KiB
GLSL
!!permu FOG
|
|
//t0-t3 are the diffusemaps, t4 is the blend factors
|
|
!!samps 4
|
|
!!samps mix=4
|
|
!!samps =PCF shadowmap
|
|
!!samps =CUBE projectionmap
|
|
|
|
//light levels
|
|
|
|
#include "sys/fog.h"
|
|
varying vec2 tc;
|
|
varying vec2 lm;
|
|
varying vec4 vc;
|
|
|
|
#ifdef RTLIGHT
|
|
varying vec3 lightvector;
|
|
// #if defined(SPECULAR) || defined(OFFSETMAPPING)
|
|
// varying vec3 eyevector;
|
|
// #endif
|
|
#if defined(PCF) || defined(CUBE) || defined(SPOT)
|
|
varying vec4 vtexprojcoord;
|
|
#endif
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef VERTEX_SHADER
|
|
|
|
#ifdef RTLIGHT
|
|
uniform vec3 l_lightposition;
|
|
// #if defined(SPECULAR) || defined(OFFSETMAPPING)
|
|
// uniform vec3 e_eyepos;
|
|
// #endif
|
|
#if defined(PCF) || defined(CUBE) || defined(SPOT)
|
|
uniform mat4 l_cubematrix;
|
|
#endif
|
|
attribute vec3 v_normal;
|
|
attribute vec3 v_svector;
|
|
attribute vec3 v_tvector;
|
|
#endif
|
|
|
|
attribute vec2 v_texcoord;
|
|
attribute vec2 v_lmcoord;
|
|
attribute vec4 v_colour;
|
|
|
|
void main (void)
|
|
{
|
|
tc = v_texcoord.st;
|
|
lm = v_lmcoord.st;
|
|
vc = v_colour;
|
|
gl_Position = ftetransform();
|
|
|
|
#ifdef RTLIGHT
|
|
//light position is in model space, which is handy.
|
|
vec3 lightminusvertex = l_lightposition - v_position.xyz;
|
|
|
|
//no bumpmapping, so we can just use distance without regard for actual surface direction. we still do scalecos stuff. you might notice it on steep slopes.
|
|
lightvector = lightminusvertex;
|
|
// lightvector.x = dot(lightminusvertex, v_svector.xyz);
|
|
// lightvector.y = dot(lightminusvertex, v_tvector.xyz);
|
|
// lightvector.z = dot(lightminusvertex, v_normal.xyz);
|
|
|
|
// #if defined(SPECULAR)||defined(OFFSETMAPPING)
|
|
// 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(PCF) || defined(SPOT) || defined(CUBE)
|
|
//for texture projections/shadowmapping on dlights
|
|
vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));
|
|
#endif
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifdef FRAGMENT_SHADER
|
|
#ifdef PCF
|
|
#include "sys/pcf.h"
|
|
#endif
|
|
|
|
//light levels
|
|
uniform vec4 e_lmscale;
|
|
|
|
#ifdef RTLIGHT
|
|
uniform float l_lightradius;
|
|
uniform vec3 l_lightcolour;
|
|
uniform vec3 l_lightcolourscale;
|
|
#endif
|
|
|
|
void main (void)
|
|
{
|
|
vec4 r;
|
|
vec4 m = texture2D(s_mix, lm);
|
|
|
|
r = texture2D(s_t0, tc)*m.r;
|
|
r += texture2D(s_t1, tc)*m.g;
|
|
r += texture2D(s_t2, tc)*m.b;
|
|
r += texture2D(s_t3, tc)*(1.0 - (m.r + m.g + m.b));
|
|
|
|
//vertex colours provide a scaler that applies even through rtlights.
|
|
r *= vc;
|
|
|
|
#ifdef RTLIGHT
|
|
vec3 nl = normalize(lightvector);
|
|
float colorscale = max(1.0 - (dot(lightvector, lightvector)/(l_lightradius*l_lightradius)), 0.0);
|
|
vec3 diff;
|
|
// #ifdef BUMP
|
|
// colorscale *= (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(bumps, nl), 0.0));
|
|
// #else
|
|
colorscale *= (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0));
|
|
// #endif
|
|
|
|
// #ifdef SPECULAR
|
|
// vec3 halfdir = normalize(normalize(eyevector) + nl);
|
|
// float spec = pow(max(dot(halfdir, bumps), 0.0), 32.0 * specs.a);
|
|
// diff += l_lightcolourscale.z * spec * specs.rgb;
|
|
// #endif
|
|
|
|
|
|
|
|
#if defined(SPOT)
|
|
if (vtexprojcoord.w < 0.0) discard;
|
|
vec2 spot = ((vtexprojcoord.st)/vtexprojcoord.w);
|
|
colorscale *= 1.0-(dot(spot,spot));
|
|
#endif
|
|
#ifdef PCF
|
|
colorscale *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
|
|
#endif
|
|
|
|
r.rgb *= colorscale * l_lightcolour;
|
|
|
|
#ifdef CUBE
|
|
r.rgb *= textureCube(s_projectionmap, vtexprojcoord.xyz).rgb;
|
|
#endif
|
|
|
|
gl_FragColor = fog4additive(r);
|
|
#else
|
|
//lightmap is greyscale in m.a. probably we should just scale the texture mix, but precision errors when editing make me paranoid.
|
|
r *= e_lmscale*vec4(m.aaa,1.0);
|
|
gl_FragColor = fog4(r);
|
|
#endif
|
|
}
|
|
#endif
|