fteqw/engine/shaders/glsl/lpp_wall.glsl
Spoike 27e8e812a2 fixed crashy race condition when querying master servers.
try to do something about crazy cursor biases in games that are not likely to get the QSG cursor.
fix unvised q3bsp pvs. again.
add cl_delay_packets cvar as a clientside analogue to sv_minping (which is often unchangeable by the actual players).
fix a qcc issue with static locals screwing everything up.
fix dpmaster issues when NQPROT isn't defined.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5168 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-11-15 12:38:20 +00:00

63 lines
1.8 KiB
GLSL

!!ver 100 150
!!permu BUMP //for offsetmapping rather than bumpmapping (real bumps are handled elsewhere)
!!cvarf r_glsl_offsetmapping_scale
!!samps 2
//the final defered lighting pass.
//the lighting values were written to some render target, which is fed into this shader, and now we draw all the wall textures with it.
#include "sys/defs.h"
#if defined(OFFSETMAPPING)
varying vec3 eyevector;
#endif
varying vec2 tc, lm;
varying vec4 tf;
#ifdef VERTEX_SHADER
void main ()
{
tc = v_texcoord;
lm = v_lmcoord;
gl_Position = tf = ftetransform();
#if 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
}
#endif
#ifdef FRAGMENT_SHADER
#ifdef OFFSETMAPPING
#include "sys/offsetmapping.h"
#endif
void main ()
{
//adjust texture coords for offsetmapping
#ifdef OFFSETMAPPING
vec2 tcoffsetmap = offsetmap(s_normalmap, tc, eyevector);
#define tc tcoffsetmap
#endif
vec2 nst;
nst = tf.xy / tf.w;
nst = (1.0 + nst) / 2.0;
vec4 dl = texture2D(s_t0, nst); //diffuse lighting
vec4 sl = texture2D(s_t1, nst); //specular lighting
vec4 c = texture2D(s_diffuse, tc);
vec4 s = texture2D(s_specular, tc);
vec4 f = texture2D(s_fullbright, tc);
//fixme: top+bottom should add upper+lower colours to c here
vec3 lmsamp = texture2D(s_lightmap, lm).rgb*e_lmscale.rgb;
//fixme: fog the legacy lightmap data
vec3 diff = dl.rgb + lmsamp;
vec3 spec = sl.rgb * float(SPECMUL); //should be rgb, but whatever.
//fixme: do specular somehow
gl_FragColor = vec4(diff*c.rgb + spec*s.rgb + f.rgb, 1.0);
//fixme: fullbrights should add to the rgb value
}
#endif