fteqw/engine/shaders/glsl/rtlight.glsl
Spoike 5e7688a590 first public attempt at pbr.
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
2019-03-12 05:04:27 +00:00

364 lines
9.5 KiB
GLSL

!!ver 100 300
!!permu TESS
!!permu BUMP
!!permu FRAMEBLEND
!!permu SKELETAL
!!permu UPPERLOWER
!!permu FOG
!!permu REFLECTCUBEMASK
!!cvarf r_glsl_offsetmapping_scale
!!cvardf r_glsl_pcf
!!cvardf r_tessellation_level=5
!!samps diffuse normalmap specular upper lower reflectcube reflectmask
!!samps =PCF shadowmap
!!samps =CUBE projectionmap
#if defined(ORM) || defined(SG)
#define PBR
#endif
#include "sys/defs.h"
//this is the main shader responsible for realtime dlights.
//texture units:
//s0=diffuse, s1=normal, s2=specular, s3=shadowmap
//custom modifiers:
//PCF(shadowmap)
//CUBEPROJ(projected cubemap)
//SPOT(projected circle
//CUBESHADOW
#if 0 && defined(GL_ARB_texture_gather) && defined(PCF)
#extension GL_ARB_texture_gather : enable
#endif
#ifdef UPPERLOWER
#define UPPER
#define LOWER
#endif
//if there's no vertex normals known, disable some stuff.
//FIXME: this results in dupe permutations.
#ifdef NOBUMP
#undef SPECULAR
#undef BUMP
#undef OFFSETMAPPING
#endif
#if !defined(TESS_CONTROL_SHADER)
varying vec2 tcbase;
varying vec3 lightvector;
#if defined(VERTEXCOLOURS)
varying vec4 vc;
#endif
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
varying vec3 eyevector;
#endif
#ifdef REFLECTCUBEMASK
varying mat3 invsurface;
#endif
#if defined(PCF) || defined(CUBE) || defined(SPOT) || defined(ORTHO)
varying vec4 vtexprojcoord;
#endif
#endif
#ifdef VERTEX_SHADER
#ifdef TESS
varying vec3 vertex, normal;
#endif
#include "sys/skeletal.h"
void main ()
{
vec3 n, s, t, w;
gl_Position = skeletaltransform_wnst(w,n,s,t);
n = normalize(n);
s = normalize(s);
t = normalize(t);
tcbase = v_texcoord; //pass the texture coords straight through
#ifdef ORTHO
vec3 lightminusvertex = -l_lightdirection;
lightvector.x = dot(lightminusvertex, s.xyz);
lightvector.y = dot(lightminusvertex, t.xyz);
lightvector.z = dot(lightminusvertex, n.xyz);
#else
vec3 lightminusvertex = l_lightposition - w.xyz;
#ifdef NOBUMP
//the only important thing is distance
lightvector = lightminusvertex;
#else
//the light direction relative to the surface normal, for bumpmapping.
lightvector.x = dot(lightminusvertex, s.xyz);
lightvector.y = dot(lightminusvertex, t.xyz);
lightvector.z = dot(lightminusvertex, n.xyz);
#endif
#endif
#if defined(VERTEXCOLOURS)
vc = v_colour;
#endif
#if defined(SPECULAR)||defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
vec3 eyeminusvertex = e_eyepos - w.xyz;
eyevector.x = dot(eyeminusvertex, s.xyz);
eyevector.y = dot(eyeminusvertex, t.xyz);
eyevector.z = dot(eyeminusvertex, n.xyz);
#endif
#ifdef REFLECTCUBEMASK
invsurface = mat3(v_svector, v_tvector, v_normal);
#endif
#if defined(PCF) || defined(SPOT) || defined(CUBE) || defined(ORTHO)
//for texture projections/shadowmapping on dlights
vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));
#endif
#ifdef TESS
vertex = w;
normal = n;
#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[];
in vec2 tcbase[];
out vec2 t_tcbase[];
in vec3 lightvector[];
out vec3 t_lightvector[];
#if defined(VERTEXCOLOURS)
in vec4 vc[];
out vec4 t_vc[];
#endif
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
in vec3 eyevector[];
out vec3 t_eyevector[];
#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];
t_tcbase[id] = tcbase[id];
t_lightvector[id] = lightvector[id];
#if defined(VERTEXCOLOURS)
t_vc[id] = vc[id];
#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[];
in vec2 t_tcbase[];
in vec3 t_lightvector[];
#if defined(VERTEXCOLOURS)
in vec4 t_vc[];
#endif
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
in vec3 t_eyevector[];
#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
tcbase = LERP(t_tcbase);
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) || defined(ORTHO)
//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
lightvector = LERP(t_lightvector);
#if defined(VERTEXCOLOURS)
vc = LERP(t_vc);
#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
#include "sys/fog.h"
#include "sys/pcf.h"
#ifdef OFFSETMAPPING
#include "sys/offsetmapping.h"
#endif
#include "sys/pbr.h"
void main ()
{
#ifdef ORTHO
float colorscale = 1.0;
#else
float colorscale = max(1.0 - (dot(lightvector, lightvector)/(l_lightradius*l_lightradius)), 0.0);
#endif
#ifdef PCF
/*filter the light by the shadowmap. logically a boolean, but we allow fractions for softer shadows*/
colorscale *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
#if defined(SPOT)
/*filter the colour by the spotlight. discard anything behind the light so we don't get a mirror image*/
if (vtexprojcoord.w < 0.0) discard;
vec2 spot = ((vtexprojcoord.st)/vtexprojcoord.w);
colorscale*=1.0-(dot(spot,spot));
#endif
//read raw texture samples (offsetmapping munges the tex coords first)
#ifdef OFFSETMAPPING
vec2 tcoffsetmap = offsetmap(s_normalmap, tcbase, eyevector);
#define tcbase tcoffsetmap
#endif
#if defined(FLAT)
vec4 bases = vec4(FLAT, FLAT, FLAT, 1.0);
#else
vec4 bases = texture2D(s_diffuse, tcbase);
#ifdef VERTEXCOLOURS
bases.rgb *= bases.a;
#endif
#endif
#ifdef UPPER
vec4 uc = texture2D(s_upper, tcbase);
bases.rgb += uc.rgb*e_uppercolour*uc.a;
#endif
#ifdef LOWER
vec4 lc = texture2D(s_lower, tcbase);
bases.rgb += lc.rgb*e_lowercolour*lc.a;
#endif
#if defined(BUMP) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
vec3 bumps = normalize(vec3(texture2D(s_normalmap, tcbase)) - 0.5);
#elif defined(REFLECTCUBEMASK)
vec3 bumps = vec3(0.0,0.0,1.0);
#endif
#ifdef SPECULAR
vec4 specs = texture2D(s_specular, tcbase);
#endif
#define dielectricSpecular 0.04
#ifdef SPECULAR
#ifdef ORM //pbr-style occlusion+roughness+metalness
#define occlusion specs.r
#define roughness clamp(specs.g, 0.04, 1.0)
#define metalness specs.b
#define gloss 1.0 //sqrt(1.0-roughness)
#define ambientrgb (specrgb+col.rgb)
vec3 specrgb = mix(vec3(dielectricSpecular), bases.rgb, metalness);
bases.rgb = bases.rgb * (1.0 - dielectricSpecular) * (1.0-metalness);
#elif defined(SG) //pbr-style specular+glossiness
//occlusion needs to be baked in. :(
#define roughness (1.0-specs.a)
#define gloss specs.a
#define specrgb specs.rgb
#define ambientrgb (specs.rgb+col.rgb)
#else //blinn-phong
#define roughness (1.0-specs.a)
#define gloss specs.a
#define specrgb specs.rgb
#define ambientrgb col.rgb
#endif
#else
#define roughness 0.3
#define specrgb 1.0 //vec3(dielectricSpecular)
#endif
#ifdef PBR
vec3 diff = DoPBR(bumps, normalize(eyevector), normalize(lightvector), roughness, bases.rgb, specrgb, l_lightcolourscale);
#else
vec3 diff;
#ifdef NOBUMP
//surface can only support ambient lighting, even for lights that try to avoid it.
diff = bases.rgb * (l_lightcolourscale.x+l_lightcolourscale.y);
#else
vec3 nl = normalize(lightvector);
#ifdef BUMP
diff = bases.rgb * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(bumps, nl), 0.0));
#else
//we still do bumpmapping even without bumps to ensure colours are always sane. light.exe does it too.
diff = bases.rgb * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0));
#endif
#endif
#ifdef SPECULAR
vec3 halfdir = normalize(normalize(eyevector) + nl);
float spec = pow(max(dot(halfdir, bumps), 0.0), FTE_SPECULAR_EXPONENT * gloss)*float(SPECMUL);
diff += l_lightcolourscale.z * spec * specrgb;
#endif
#endif
#ifdef 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;
diff += texture2D(s_reflectmask, tcbase).rgb * textureCube(s_reflectcube, rtc).rgb;
#endif
#ifdef CUBE
/*filter the colour by the cubemap projection*/
diff *= textureCube(s_projectionmap, vtexprojcoord.xyz).rgb;
#endif
#if defined(PROJECTION)
/*2d projection, not used*/
// diff *= texture2d(s_projectionmap, shadowcoord);
#endif
#if defined(occlusion) && !defined(NOOCCLUDE)
diff *= occlusion;
#endif
#if defined(VERTEXCOLOURS)
diff *= vc.rgb * vc.a;
#endif
diff *= colorscale*l_lightcolour;
gl_FragColor = vec4(fog3additive(diff), 1.0);
}
#endif