mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-27 06:02:16 +00:00
5e7688a590
update infoblobs to be slightly more self-contained (still not finalised). q3ui can now change audio volumes. linearise 16bit srgb textures as required. code can now potentially support >256 bones. disabled until the stack overflows are fixed... remap bone indexes where required, for a 10-fold speedup on models with otherwise-too-high bone counts gltf loader updates, primarily shader changes, for better conformance. shaders can now specify whether a texture should be treated as srgb or not. implement serverside download queue for ezquake/legacy clients downloading multiple demos. fte clients should never need to use this (would break total download size display). some work towards threading shader loading. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5430 fc73d0e0-1445-4013-8a0c-d673dee63da5
364 lines
9.5 KiB
GLSL
364 lines
9.5 KiB
GLSL
!!ver 100 300
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!!permu TESS
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!!permu BUMP
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!!permu FRAMEBLEND
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!!permu SKELETAL
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!!permu UPPERLOWER
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!!permu FOG
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!!permu REFLECTCUBEMASK
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!!cvarf r_glsl_offsetmapping_scale
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!!cvardf r_glsl_pcf
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!!cvardf r_tessellation_level=5
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!!samps diffuse normalmap specular upper lower reflectcube reflectmask
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!!samps =PCF shadowmap
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!!samps =CUBE projectionmap
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#if defined(ORM) || defined(SG)
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#define PBR
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#endif
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#include "sys/defs.h"
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//this is the main shader responsible for realtime dlights.
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//texture units:
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//s0=diffuse, s1=normal, s2=specular, s3=shadowmap
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//custom modifiers:
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//PCF(shadowmap)
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//CUBEPROJ(projected cubemap)
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//SPOT(projected circle
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//CUBESHADOW
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#if 0 && defined(GL_ARB_texture_gather) && defined(PCF)
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#extension GL_ARB_texture_gather : enable
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#endif
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#ifdef UPPERLOWER
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#define UPPER
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#define LOWER
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#endif
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//if there's no vertex normals known, disable some stuff.
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//FIXME: this results in dupe permutations.
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#ifdef NOBUMP
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#undef SPECULAR
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#undef BUMP
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#undef OFFSETMAPPING
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#endif
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#if !defined(TESS_CONTROL_SHADER)
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varying vec2 tcbase;
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varying vec3 lightvector;
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#if defined(VERTEXCOLOURS)
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varying vec4 vc;
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#endif
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#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
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varying vec3 eyevector;
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#endif
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#ifdef REFLECTCUBEMASK
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varying mat3 invsurface;
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#endif
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#if defined(PCF) || defined(CUBE) || defined(SPOT) || defined(ORTHO)
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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 TESS
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varying vec3 vertex, normal;
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#endif
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#include "sys/skeletal.h"
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void main ()
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{
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vec3 n, s, t, w;
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gl_Position = skeletaltransform_wnst(w,n,s,t);
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n = normalize(n);
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s = normalize(s);
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t = normalize(t);
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tcbase = v_texcoord; //pass the texture coords straight through
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#ifdef ORTHO
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vec3 lightminusvertex = -l_lightdirection;
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lightvector.x = dot(lightminusvertex, s.xyz);
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lightvector.y = dot(lightminusvertex, t.xyz);
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lightvector.z = dot(lightminusvertex, n.xyz);
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#else
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vec3 lightminusvertex = l_lightposition - w.xyz;
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#ifdef NOBUMP
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//the only important thing is distance
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lightvector = lightminusvertex;
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#else
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//the light direction relative to the surface normal, for bumpmapping.
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lightvector.x = dot(lightminusvertex, s.xyz);
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lightvector.y = dot(lightminusvertex, t.xyz);
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lightvector.z = dot(lightminusvertex, n.xyz);
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#endif
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#endif
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#if defined(VERTEXCOLOURS)
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vc = v_colour;
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#endif
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#if defined(SPECULAR)||defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
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vec3 eyeminusvertex = e_eyepos - w.xyz;
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eyevector.x = dot(eyeminusvertex, s.xyz);
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eyevector.y = dot(eyeminusvertex, t.xyz);
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eyevector.z = dot(eyeminusvertex, n.xyz);
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#endif
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#ifdef REFLECTCUBEMASK
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invsurface = mat3(v_svector, v_tvector, v_normal);
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#endif
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#if defined(PCF) || defined(SPOT) || defined(CUBE) || defined(ORTHO)
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//for texture projections/shadowmapping on dlights
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vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));
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#endif
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#ifdef TESS
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vertex = w;
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normal = n;
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#endif
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}
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#endif
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#if defined(TESS_CONTROL_SHADER)
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layout(vertices = 3) out;
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in vec3 vertex[];
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out vec3 t_vertex[];
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in vec3 normal[];
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out vec3 t_normal[];
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in vec2 tcbase[];
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out vec2 t_tcbase[];
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in vec3 lightvector[];
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out vec3 t_lightvector[];
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#if defined(VERTEXCOLOURS)
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in vec4 vc[];
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out vec4 t_vc[];
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#endif
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#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
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in vec3 eyevector[];
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out vec3 t_eyevector[];
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#endif
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void main()
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{
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//the control shader needs to pass stuff through
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#define id gl_InvocationID
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t_vertex[id] = vertex[id];
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t_normal[id] = normal[id];
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t_tcbase[id] = tcbase[id];
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t_lightvector[id] = lightvector[id];
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#if defined(VERTEXCOLOURS)
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t_vc[id] = vc[id];
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#endif
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#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
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t_eyevector[id] = eyevector[id];
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#endif
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gl_TessLevelOuter[0] = float(r_tessellation_level);
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gl_TessLevelOuter[1] = float(r_tessellation_level);
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gl_TessLevelOuter[2] = float(r_tessellation_level);
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gl_TessLevelInner[0] = float(r_tessellation_level);
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}
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#endif
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#if defined(TESS_EVALUATION_SHADER)
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layout(triangles) in;
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in vec3 t_vertex[];
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in vec3 t_normal[];
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in vec2 t_tcbase[];
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in vec3 t_lightvector[];
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#if defined(VERTEXCOLOURS)
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in vec4 t_vc[];
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#endif
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#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
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in vec3 t_eyevector[];
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#endif
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#define LERP(a) (gl_TessCoord.x*a[0] + gl_TessCoord.y*a[1] + gl_TessCoord.z*a[2])
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void main()
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{
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#define factor 1.0
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tcbase = LERP(t_tcbase);
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vec3 w = LERP(t_vertex);
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vec3 t0 = w - dot(w-t_vertex[0],t_normal[0])*t_normal[0];
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vec3 t1 = w - dot(w-t_vertex[1],t_normal[1])*t_normal[1];
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vec3 t2 = w - dot(w-t_vertex[2],t_normal[2])*t_normal[2];
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w = w*(1.0-factor) + factor*(gl_TessCoord.x*t0+gl_TessCoord.y*t1+gl_TessCoord.z*t2);
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#if defined(PCF) || defined(SPOT) || defined(CUBE) || defined(ORTHO)
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//for texture projections/shadowmapping on dlights
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vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));
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#endif
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//FIXME: we should be recalcing these here, instead of just lerping them
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lightvector = LERP(t_lightvector);
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#if defined(VERTEXCOLOURS)
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vc = LERP(t_vc);
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#endif
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#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
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eyevector = LERP(t_eyevector);
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#endif
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gl_Position = m_modelviewprojection * vec4(w,1.0);
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}
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#endif
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#ifdef FRAGMENT_SHADER
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#include "sys/fog.h"
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#include "sys/pcf.h"
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#ifdef OFFSETMAPPING
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#include "sys/offsetmapping.h"
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#endif
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#include "sys/pbr.h"
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void main ()
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{
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#ifdef ORTHO
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float colorscale = 1.0;
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#else
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float colorscale = max(1.0 - (dot(lightvector, lightvector)/(l_lightradius*l_lightradius)), 0.0);
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#endif
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#ifdef PCF
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/*filter the light by the shadowmap. logically a boolean, but we allow fractions for softer shadows*/
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colorscale *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
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#endif
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#if defined(SPOT)
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/*filter the colour by the spotlight. discard anything behind the light so we don't get a mirror image*/
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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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//read raw texture samples (offsetmapping munges the tex coords first)
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#ifdef OFFSETMAPPING
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vec2 tcoffsetmap = offsetmap(s_normalmap, tcbase, eyevector);
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#define tcbase tcoffsetmap
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#endif
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#if defined(FLAT)
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vec4 bases = vec4(FLAT, FLAT, FLAT, 1.0);
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#else
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vec4 bases = texture2D(s_diffuse, tcbase);
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#ifdef VERTEXCOLOURS
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bases.rgb *= bases.a;
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#endif
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#endif
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#ifdef UPPER
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vec4 uc = texture2D(s_upper, tcbase);
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bases.rgb += uc.rgb*e_uppercolour*uc.a;
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#endif
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#ifdef LOWER
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vec4 lc = texture2D(s_lower, tcbase);
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bases.rgb += lc.rgb*e_lowercolour*lc.a;
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#endif
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#if defined(BUMP) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
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vec3 bumps = normalize(vec3(texture2D(s_normalmap, tcbase)) - 0.5);
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#elif defined(REFLECTCUBEMASK)
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vec3 bumps = vec3(0.0,0.0,1.0);
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#endif
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#ifdef SPECULAR
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vec4 specs = texture2D(s_specular, tcbase);
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#endif
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#define dielectricSpecular 0.04
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#ifdef SPECULAR
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#ifdef ORM //pbr-style occlusion+roughness+metalness
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#define occlusion specs.r
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#define roughness clamp(specs.g, 0.04, 1.0)
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#define metalness specs.b
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#define gloss 1.0 //sqrt(1.0-roughness)
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#define ambientrgb (specrgb+col.rgb)
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vec3 specrgb = mix(vec3(dielectricSpecular), bases.rgb, metalness);
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bases.rgb = bases.rgb * (1.0 - dielectricSpecular) * (1.0-metalness);
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#elif defined(SG) //pbr-style specular+glossiness
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//occlusion needs to be baked in. :(
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#define roughness (1.0-specs.a)
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#define gloss specs.a
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#define specrgb specs.rgb
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#define ambientrgb (specs.rgb+col.rgb)
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#else //blinn-phong
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#define roughness (1.0-specs.a)
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#define gloss specs.a
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#define specrgb specs.rgb
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#define ambientrgb col.rgb
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#endif
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#else
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#define roughness 0.3
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#define specrgb 1.0 //vec3(dielectricSpecular)
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#endif
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#ifdef PBR
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vec3 diff = DoPBR(bumps, normalize(eyevector), normalize(lightvector), roughness, bases.rgb, specrgb, l_lightcolourscale);
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#else
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vec3 diff;
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#ifdef NOBUMP
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//surface can only support ambient lighting, even for lights that try to avoid it.
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diff = bases.rgb * (l_lightcolourscale.x+l_lightcolourscale.y);
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#else
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vec3 nl = normalize(lightvector);
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#ifdef BUMP
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diff = bases.rgb * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(bumps, nl), 0.0));
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#else
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//we still do bumpmapping even without bumps to ensure colours are always sane. light.exe does it too.
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diff = bases.rgb * (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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#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), FTE_SPECULAR_EXPONENT * gloss)*float(SPECMUL);
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diff += l_lightcolourscale.z * spec * specrgb;
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#endif
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#endif
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#ifdef REFLECTCUBEMASK
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vec3 rtc = reflect(-eyevector, bumps);
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rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2];
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rtc = (m_model * vec4(rtc.xyz,0.0)).xyz;
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diff += texture2D(s_reflectmask, tcbase).rgb * textureCube(s_reflectcube, rtc).rgb;
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#endif
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#ifdef CUBE
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/*filter the colour by the cubemap projection*/
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diff *= textureCube(s_projectionmap, vtexprojcoord.xyz).rgb;
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#endif
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#if defined(PROJECTION)
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/*2d projection, not used*/
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// diff *= texture2d(s_projectionmap, shadowcoord);
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#endif
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#if defined(occlusion) && !defined(NOOCCLUDE)
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diff *= occlusion;
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#endif
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#if defined(VERTEXCOLOURS)
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diff *= vc.rgb * vc.a;
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#endif
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diff *= colorscale*l_lightcolour;
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gl_FragColor = vec4(fog3additive(diff), 1.0);
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}
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#endif
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