mirror of
https://github.com/nzp-team/fteqw.git
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38a9770253
try to fix normalmaps on q3bsps. could do with verification, but at least I'm not the only one with a bug if its still buggy. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4578 fc73d0e0-1445-4013-8a0c-d673dee63da5
154 lines
No EOL
3.8 KiB
GLSL
154 lines
No EOL
3.8 KiB
GLSL
!!permu FOG
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#include "sys/fog.h"
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varying vec2 tc;
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varying vec2 lm;
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varying vec4 vc;
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#ifdef RTLIGHT
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varying vec3 lightvector;
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// #if defined(SPECULAR) || defined(OFFSETMAPPING)
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// varying vec3 eyevector;
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// #endif
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#if defined(PCF) || defined(CUBE) || defined(SPOT)
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varying vec4 vtexprojcoord;
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#endif
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#endif
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#ifdef VERTEX_SHADER
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#ifdef RTLIGHT
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uniform vec3 l_lightposition;
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// #if defined(SPECULAR) || defined(OFFSETMAPPING)
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// uniform vec3 e_eyepos;
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// #endif
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#if defined(PCF) || defined(CUBE) || defined(SPOT)
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uniform mat4 l_cubematrix;
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#endif
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attribute vec3 v_normal;
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attribute vec3 v_svector;
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attribute vec3 v_tvector;
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#endif
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attribute vec2 v_texcoord;
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attribute vec2 v_lmcoord;
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attribute vec4 v_colour;
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void main (void)
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{
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tc = v_texcoord.st;
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lm = v_lmcoord.st;
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vc = v_colour;
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gl_Position = ftetransform();
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#ifdef RTLIGHT
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//light position is in model space, which is handy.
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vec3 lightminusvertex = l_lightposition - v_position.xyz;
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//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.
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lightvector = lightminusvertex;
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// lightvector.x = dot(lightminusvertex, v_svector.xyz);
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// lightvector.y = dot(lightminusvertex, v_tvector.xyz);
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// lightvector.z = dot(lightminusvertex, v_normal.xyz);
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// #if defined(SPECULAR)||defined(OFFSETMAPPING)
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// vec3 eyeminusvertex = e_eyepos - v_position.xyz;
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// eyevector.x = dot(eyeminusvertex, v_svector.xyz);
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// eyevector.y = dot(eyeminusvertex, v_tvector.xyz);
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// eyevector.z = dot(eyeminusvertex, v_normal.xyz);
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// #endif
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#if defined(PCF) || defined(SPOT) || defined(CUBE)
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//for texture projections/shadowmapping on dlights
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vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));
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#endif
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#endif
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}
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#endif
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#ifdef FRAGMENT_SHADER
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//four texture passes
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uniform sampler2D s_t0;
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uniform sampler2D s_t1;
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uniform sampler2D s_t2;
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uniform sampler2D s_t3;
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//mix values
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uniform sampler2D s_t4;
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#ifdef PCF
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uniform sampler2DShadow s_t5;
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#include "sys/pcf.h"
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#endif
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#ifdef CUBE
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uniform samplerCube s_t6;
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#endif
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//light levels
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uniform vec4 e_lmscale;
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#ifdef RTLIGHT
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uniform float l_lightradius;
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uniform vec3 l_lightcolour;
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uniform vec3 l_lightcolourscale;
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#endif
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void main (void)
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{
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vec4 r;
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vec4 m = texture2D(s_t4, lm);
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r = texture2D(s_t0, tc)*m.r;
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r += texture2D(s_t1, tc)*m.g;
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r += texture2D(s_t2, tc)*m.b;
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r += texture2D(s_t3, tc)*(1.0 - (m.r + m.g + m.b));
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//vertex colours provide a scaler that applies even through rtlights.
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r *= vc;
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#ifdef RTLIGHT
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vec3 nl = normalize(lightvector);
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float colorscale = max(1.0 - (dot(lightvector, lightvector)/(l_lightradius*l_lightradius)), 0.0);
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vec3 diff;
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// #ifdef BUMP
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// colorscale *= (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(bumps, nl), 0.0));
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// #else
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colorscale *= (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0));
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// #endif
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// #ifdef SPECULAR
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// vec3 halfdir = normalize(normalize(eyevector) + nl);
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// float spec = pow(max(dot(halfdir, bumps), 0.0), 32.0 * specs.a);
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// diff += l_lightcolourscale.z * spec * specs.rgb;
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// #endif
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#if defined(SPOT)
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if (vtexprojcoord.w < 0.0) discard;
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vec2 spot = ((vtexprojcoord.st)/vtexprojcoord.w);
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colorscale *= 1.0-(dot(spot,spot));
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#endif
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#ifdef PCF
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colorscale *= ShadowmapFilter(s_t5);
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#endif
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r.rgb *= colorscale * l_lightcolour;
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#ifdef CUBE
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r.rgb *= textureCube(s_t6, vtexprojcoord.xyz).rgb;
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#endif
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gl_FragColor = fog4additive(r);
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#else
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//lightmap is greyscale in m.a. probably we should just scale the texture mix, but precision errors when editing make me paranoid.
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r *= e_lmscale*vec4(m.aaa,1.0);
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gl_FragColor = fog4(r);
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#endif
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}
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#endif |