mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-12-03 09:01:50 +00:00
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
170 lines
5 KiB
GLSL
170 lines
5 KiB
GLSL
!!permu DELUXE
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!!permu FULLBRIGHT
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!!permu FOG
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!!permu LIGHTSTYLED
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!!permu BUMP
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!!permu SPECULAR
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!!cvarf r_glsl_offsetmapping_scale
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!!cvarf gl_specular
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//this is what normally draws all of your walls, even with rtlights disabled
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//note that the '286' preset uses drawflat_walls instead.
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#include "sys/fog.h"
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#if defined(OFFSETMAPPING) || defined(SPECULAR)
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varying vec3 eyevector;
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#endif
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varying vec2 tc;
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#ifdef LIGHTSTYLED
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//we could use an offset, but that would still need to be per-surface which would break batches
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//fixme: merge attributes?
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varying vec2 lm, lm2, lm3, lm4;
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#else
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varying vec2 lm;
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#endif
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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attribute vec2 v_lmcoord;
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#ifdef LIGHTSTYLED
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attribute vec2 v_lmcoord2;
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attribute vec2 v_lmcoord3;
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attribute vec2 v_lmcoord4;
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#endif
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#if defined(OFFSETMAPPING) || defined(SPECULAR)
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uniform vec3 e_eyepos;
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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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void main ()
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{
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#if defined(OFFSETMAPPING) || defined(SPECULAR)
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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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tc = v_texcoord;
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lm = v_lmcoord;
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#ifdef LIGHTSTYLED
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lm2 = v_lmcoord2;
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lm3 = v_lmcoord3;
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lm4 = v_lmcoord4;
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#endif
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gl_Position = ftetransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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//samplers
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uniform sampler2D s_t0; //diffuse
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uniform sampler2D s_t1; //lightmap0
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#if defined(BUMP) && (defined(OFFSETMAPPING) || defined(DELUXE) || defined(SPECULAR))
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uniform sampler2D s_t2; //normal.rgb+height.a
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#endif
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#ifdef DELUXE
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uniform sampler2D s_t3; //deluxe0
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#endif
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#ifdef FULLBRIGHT
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uniform sampler2D s_t4; //fullbright
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#endif
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#ifdef SPECULAR
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uniform sampler2D s_t5; //specular
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#endif
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#ifdef LIGHTSTYLED
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uniform sampler2D s_t6; //lightmap1
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uniform sampler2D s_t7; //lightmap2
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uniform sampler2D s_t8; //lightmap3
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uniform sampler2D s_t9; //deluxe1
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uniform sampler2D s_t10; //deluxe2
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uniform sampler2D s_t11; //deluxe3
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#endif
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#ifdef LIGHTSTYLED
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uniform vec4 e_lmscale[4];
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#else
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uniform vec4 e_lmscale;
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#endif
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uniform vec4 e_colourident;
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#ifdef SPECULAR
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uniform float cvar_gl_specular;
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#endif
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#ifdef OFFSETMAPPING
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#include "sys/offsetmapping.h"
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#endif
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void main ()
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{
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//adjust texture coords for offsetmapping
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#ifdef OFFSETMAPPING
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vec2 tcoffsetmap = offsetmap(s_t2, tc, eyevector);
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#define tc tcoffsetmap
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#endif
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//yay, regular texture!
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gl_FragColor = texture2D(s_t0, tc);
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#if defined(BUMP) && (defined(DELUXE) || defined(SPECULAR))
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vec3 norm = normalize(texture2D(s_t2, tc).rgb - 0.5);
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#elif defined(SPECULAR) || defined(DELUXE)
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vec3 norm = vec3(0, 0, 1); //specular lighting expects this to exist.
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#endif
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//modulate that by the lightmap(s) including deluxemap(s)
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#ifdef LIGHTSTYLED
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vec3 lightmaps;
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#ifdef DELUXE
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lightmaps = texture2D(s_t1, lm ).rgb * e_lmscale[0].rgb * dot(norm, texture2D(s_t3, lm ).rgb);
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lightmaps += texture2D(s_t6, lm2).rgb * e_lmscale[1].rgb * dot(norm, texture2D(s_t9, lm2).rgb);
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lightmaps += texture2D(s_t7, lm3).rgb * e_lmscale[2].rgb * dot(norm, texture2D(s_t10, lm3).rgb);
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lightmaps += texture2D(s_t8, lm4).rgb * e_lmscale[3].rgb * dot(norm, texture2D(s_t11,lm4).rgb);
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#else
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lightmaps = texture2D(s_t1, lm ).rgb * e_lmscale[0].rgb;
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lightmaps += texture2D(s_t6, lm2).rgb * e_lmscale[1].rgb;
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lightmaps += texture2D(s_t7, lm3).rgb * e_lmscale[2].rgb;
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lightmaps += texture2D(s_t8, lm4).rgb * e_lmscale[3].rgb;
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#endif
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#else
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vec3 lightmaps = (texture2D(s_t1, lm) * e_lmscale).rgb;
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//modulate by the bumpmap dot light
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#ifdef DELUXE
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lightmaps *= dot(norm, 2.0*(texture2D(s_t3, lm).rgb-0.5));
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#endif
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#endif
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#ifdef SPECULAR
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vec4 specs = texture2D(s_t5, tc);
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#ifdef DELUXE
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//not lightstyled...
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vec3 halfdir = normalize(normalize(eyevector) + 2.0*(texture2D(s_t3, lm).rgb-0.5)); //this norm should be the deluxemap info instead
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#else
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vec3 halfdir = normalize(normalize(eyevector) + vec3(0.0, 0.0, 1.0)); //this norm should be the deluxemap info instead
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#endif
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float spec = pow(max(dot(halfdir, norm), 0.0), 32.0 * specs.a);
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spec *= cvar_gl_specular;
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//NOTE: rtlights tend to have a *4 scaler here to over-emphasise the effect because it looks cool.
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//As not all maps will have deluxemapping, and the double-cos from the light util makes everything far too dark anyway,
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//we default to something that is not garish when the light value is directly infront of every single pixel.
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//we can justify this difference due to the rtlight editor etc showing the *4.
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gl_FragColor.rgb += spec * specs.rgb;
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#endif
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//now we have our diffuse+specular terms, modulate by lightmap values.
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gl_FragColor.rgb *= lightmaps.rgb;
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//add on the fullbright
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#ifdef FULLBRIGHT
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gl_FragColor.rgb += texture2D(s_t4, tc).rgb;
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#endif
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//entity modifiers
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gl_FragColor = gl_FragColor * e_colourident;
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//and finally hide it all if we're fogged.
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#ifdef FOG
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gl_FragColor = fog4(gl_FragColor);
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#endif
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}
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#endif
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