mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 05:41:52 +00:00
5b4756f3d9
Fixed some xim issues, for proper keyboard input under x11. Cmake project can now work for cross compiling win32 targets. Some other fun-but-pointless stuff. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5344 fc73d0e0-1445-4013-8a0c-d673dee63da5
186 lines
4.9 KiB
GLSL
186 lines
4.9 KiB
GLSL
!!cvardf r_glsl_turbscale_reflect=1 //simpler scaler
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!!cvardf r_glsl_turbscale_refract=1 //simpler scaler
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!!samps diffuse normalmap
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!!samps refract=0 //always present
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!!samps =REFLECT reflect=1
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!!samps =RIPPLEMAP ripplemap=2
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!!samps =DEPTH refractdepth=3
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#include "sys/defs.h"
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//modifier: REFLECT (s_t2 is a reflection instead of diffusemap)
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//modifier: STRENGTH_REFL (distortion strength - 0.1 = fairly gentle, 0.2 = big waves)
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//modifier: STRENGTH_REFL (distortion strength - 0.1 = fairly gentle, 0.2 = big waves)
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//modifier: FRESNEL_EXP (5=water)
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//modifier: TXSCALE (wave size - 0.2)
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//modifier: RIPPLEMAP (s_t3 contains a ripplemap
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//modifier: TINT_REFR (some colour value)
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//modifier: TINT_REFL (some colour value)
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//modifier: ALPHA (mix in the normal water texture over the top)
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//modifier: USEMODS (use single-texture scrolling via tcmods - note, also forces the engine to actually use tcmod etc)
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//a few notes on DP compat:
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//'dpwater' makes numerous assumptions about DP internals
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//by default there is a single pass that uses the pass's normal tcmods
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//the fresnel has a user-supplied min+max rather than an exponent
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//both parts are tinted individually
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//if alpha is enabled, the regular water texture is blended over the top, again using the same crappy tcmods...
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//legacy crap
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#ifndef FRESNEL
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#define FRESNEL 5.0
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#endif
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#ifndef TINT
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#define TINT 0.7,0.8,0.7
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#endif
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#ifndef STRENGTH
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#define STRENGTH 0.1
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#endif
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#ifndef TXSCALE
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#define TXSCALE 0.2
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#endif
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//current values (referring to legacy defaults where needed)
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#ifndef FRESNEL_EXP
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#define FRESNEL_EXP 5.0
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#endif
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#ifndef FRESNEL_MIN
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#define FRESNEL_MIN 0.0
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#endif
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#ifndef FRESNEL_RANGE
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#define FRESNEL_RANGE 1.0
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#endif
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#ifndef STRENGTH_REFL
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#define STRENGTH_REFL STRENGTH
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#endif
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#ifndef STRENGTH_REFR
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#define STRENGTH_REFR STRENGTH
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#endif
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#ifndef TXSCALE1
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#define TXSCALE1 TXSCALE
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#endif
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#ifndef TXSCALE2
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#define TXSCALE2 TXSCALE
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#endif
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#ifndef TINT_REFR
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#define TINT_REFR TINT
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#endif
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#ifndef TINT_REFL
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#define TINT_REFL 1.0,1.0,1.0
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#endif
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#ifndef FOGTINT
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#define FOGTINT 0.2,0.3,0.2
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#endif
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varying vec2 tc;
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varying vec4 tf;
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varying vec3 norm;
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varying vec3 eye;
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#ifdef VERTEX_SHADER
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void main (void)
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{
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tc = v_texcoord.st;
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tf = ftetransform();
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norm = v_normal;
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eye = e_eyepos - v_position.xyz;
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gl_Position = tf;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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#ifdef ALPHA
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#include "sys/fog.h"
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#endif
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void main (void)
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{
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vec2 stc; //screen tex coords
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vec2 ntc; //normalmap/diffuse tex coords
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vec3 n, refr, refl;
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float fres;
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float depth;
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stc = (1.0 + (tf.xy / tf.w)) * 0.5;
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//hack the texture coords slightly so that there are less obvious gaps
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stc.t -= 1.5*norm.z/1080.0;
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#if 0//def USEMODS
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ntc = tc;
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n = texture2D(s_normalmap, ntc).xyz - 0.5;
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#else
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//apply q1-style warp, just for kicks
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ntc.s = tc.s + sin(tc.t+e_time)*0.125;
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ntc.t = tc.t + sin(tc.s+e_time)*0.125;
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//generate the two wave patterns from the normalmap
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n = (texture2D(s_normalmap, vec2(TXSCALE1)*tc + vec2(e_time*0.1, 0.0)).xyz);
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n += (texture2D(s_normalmap, vec2(TXSCALE2)*tc - vec2(0, e_time*0.097)).xyz);
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n -= 1.0 - 4.0/256.0;
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#endif
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#ifdef RIPPLEMAP
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n += texture2D(s_ripplemap, stc).rgb*3.0;
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#endif
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n = normalize(n);
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//the fresnel term decides how transparent the water should be
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fres = pow(1.0-abs(dot(n, normalize(eye))), float(FRESNEL_EXP)) * float(FRESNEL_RANGE) + float(FRESNEL_MIN);
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#ifdef DEPTH
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float far = #include "cvar/gl_maxdist";
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float near = #include "cvar/gl_mindist";
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//get depth value at the surface
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float sdepth = gl_FragCoord.z;
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sdepth = (2.0*near) / (far + near - sdepth * (far - near));
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sdepth = mix(near, far, sdepth);
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//get depth value at the ground beyond the surface.
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float gdepth = texture2D(s_refractdepth, stc).x;
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gdepth = (2.0*near) / (far + near - gdepth * (far - near));
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if (gdepth >= 0.5)
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{
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gdepth = sdepth;
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depth = 0.0;
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}
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else
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{
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gdepth = mix(near, far, gdepth);
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depth = gdepth - sdepth;
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}
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//reduce the normals in shallow water (near walls, reduces the pain of linear sampling)
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if (depth < 100.0)
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n *= depth/100.0;
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#else
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depth = 1.0;
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#endif
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//refraction image (and water fog, if possible)
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refr = texture2D(s_refract, stc + n.st*float(STRENGTH_REFR)*float(r_glsl_turbscale_refract)).rgb * vec3(TINT_REFR);
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#ifdef DEPTH
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refr = mix(refr, vec3(FOGTINT), min(depth/4096.0, 1.0));
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#endif
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//reflection/diffuse
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#ifdef REFLECT
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refl = texture2D(s_reflect, stc - n.st*float(STRENGTH_REFL)*float(r_glsl_turbscale_reflect)).rgb * vec3(TINT_REFL);
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#else
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refl = texture2D(s_diffuse, ntc).xyz * vec3(TINT_REFL);
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#endif
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//interplate by fresnel
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refr = mix(refr, refl, fres);
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#ifdef ALPHA
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vec4 ts = texture2D(s_diffuse, ntc);
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vec4 surf = fog4blend(vec4(ts.rgb, float(ALPHA)*ts.a));
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refr = mix(refr, surf.rgb, surf.a);
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#endif
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//done
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gl_FragColor = vec4(refr, 1.0);
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}
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#endif
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