fteqw/engine/shaders/vulkan/defaultwall.glsl
Spoike c4132347eb added sys_priority cvar to the windows build.
rewrote tab completion logic. should no longer consume so much cpu time.
added tab-completion for the connect command. server lists must have been requested previously (like the connectbr command requires).
fix q1bsp fencetexture+fog combo.
fix wateralpha/lavaalpha/slimealpha/telealpha worldspawn fields.
added a couple of extra cvars to some rulesets.
fix d3d9 mipmap-size issue.
fix vid_reload issue (was crashing, but its also possible that it could have been the cause of VBO corruption).
made pausable default to empty, allowing for smarter defaults like pausing SP but not DM.
attempt to compensate for NQ's framerate-dependant waterjumps by making QW waterjumps slightly more permissive.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5241 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-15 02:48:23 +00:00

211 lines
6.8 KiB
GLSL

!!permu FULLBRIGHT
!!permu BUMP
!!permu REFLECTCUBEMASK
!!cvarf r_glsl_offsetmapping=0.0
!!cvarf r_glsl_offsetmapping_scale=0.04
!!cvarf gl_specular=0.3
!!cvarb r_fog_exp2=true
!!samps diffuse normalmap specular fullbright lightmap
!!samps deluxmap reflectmask reflectcube
!!argb vertexlit=0
!!samps paletted 1
!!argb eightbit=0
!!argf mask=1.0
!!argb masklt=false
!!permu FOG
//!!permu DELUXE
//!!permu LIGHTSTYLED //this seems to be breaking nvidia drivers if set from the engine, despite us not using it...
const bool DELUXE = false;
#define SPECULAR (cvar_gl_specular>0)
#include "sys/defs.h"
//this is what normally draws all of your walls, even with rtlights disabled
//note that the '286' preset uses drawflat_walls instead.
#include "sys/fog.h"
layout(location=1) varying vec3 eyevector;
layout(location=2) varying vec2 basetc;
layout(location=3) varying vec4 vc;
layout(location=4) varying mat3 invsurface;
#ifdef LIGHTSTYLED
//we could use an offset, but that would still need to be per-surface which would break batches
//fixme: merge attributes?
varying vec2 lm0, lm1, lm2, lm3;
#else
layout(location=0) varying vec2 lm0;
#endif
#ifdef VERTEX_SHADER
void main ()
{
if (OFFSETMAPPING || SPECULAR || REFLECTCUBEMASK)
{
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);
}
if (REFLECTCUBEMASK)
{
invsurface[0] = v_svector;
invsurface[1] = v_tvector;
invsurface[2] = v_normal;
}
basetc = v_texcoord;
lm0 = v_lmcoord;
#ifdef LIGHTSTYLED
lm1 = v_lmcoord2;
lm2 = v_lmcoord3;
lm3 = v_lmcoord4;
#endif
if (arg_vertexlit)
vc = v_colour;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
//samplers
//for 8bit
#define s_colourmap s_t0
#include "sys/offsetmapping.h"
void main ()
{
//adjust texture coords for offsetmapping
vec2 tc = basetc;
if (OFFSETMAPPING)
tc = offsetmap(s_normalmap, tc, eyevector);
//yay, regular texture!
gl_FragColor = texture2D(s_diffuse, tc);
vec3 norm;
if (BUMP && (DELUXE || SPECULAR || REFLECTCUBEMASK))
norm = normalize(texture2D(s_normalmap, tc).rgb - 0.5);
else if (SPECULAR || DELUXE || REFLECTCUBEMASK)
norm = vec3(0, 0, 1); //specular lighting expects this to exist.
vec3 lightmaps;
if (arg_vertexlit)
lightmaps = vc.rgb * e_lmscale.rgb;
else
{
//modulate that by the lightmap(s) including deluxemap(s)
#ifdef LIGHTSTYLED
if (DELUXE)
{
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(norm, 2.0*texture2D(s_deluxmap0, lm0).rgb-0.5);
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(norm, 2.0*texture2D(s_deluxmap1, lm1).rgb-0.5);
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(norm, 2.0*texture2D(s_deluxmap2, lm2).rgb-0.5);
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(norm, 2.0*texture2D(s_deluxmap3, lm3).rgb-0.5);
}
else
{
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb;
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb;
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb;
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb;
}
#else
if (arg_eightbit)
{
//optional: round the lightmap coords to ensure all pixels within a texel have different lighting values either. it just looks wrong otherwise.
//don't bother if its lightstyled, such cases will have unpredictable correlations anyway.
//FIXME: this rounding is likely not correct with respect to software rendering. oh well.
vec2 nearestlm0 = floor(lm0 * 256.0*8.0)/(256.0*8.0);
lightmaps = (texture2D(s_lightmap, nearestlm0) * e_lmscale).rgb;
}
else
lightmaps = (texture2D(s_lightmap, lm0) * e_lmscale).rgb;
//modulate by the bumpmap dot light
if (DELUXE)
{
vec3 delux = 2.0*(texture2D(s_deluxmap, lm0).rgb-0.5);
lightmaps *= 1.0 / max(0.25, delux.z); //counter the darkening from deluxmaps
lightmaps *= dot(norm, delux);
}
#endif
}
//add in specular, if applicable.
if (SPECULAR)
{
vec4 specs = texture2D(s_specular, tc);
vec3 halfdir;
if (DELUXE)
{
//not lightstyled...
halfdir = normalize(normalize(eyevector) + 2.0*(texture2D(s_deluxmap0, lm0).rgb-0.5)); //this norm should be the deluxemap info instead
}
else
{
halfdir = normalize(normalize(eyevector) + vec3(0.0, 0.0, 1.0)); //this norm should be the deluxemap info instead
}
float spec = pow(max(dot(halfdir, norm), 0.0), 32.0 * specs.a);
spec *= cvar_gl_specular;
//NOTE: rtlights tend to have a *4 scaler here to over-emphasise the effect because it looks cool.
//As not all maps will have deluxemapping, and the double-cos from the light util makes everything far too dark anyway,
//we default to something that is not garish when the light value is directly infront of every single pixel.
//we can justify this difference due to the rtlight editor etc showing the *4.
gl_FragColor.rgb += spec * specs.rgb;
}
if (REFLECTCUBEMASK)
{
vec3 rtc = reflect(-eyevector, norm);
rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2];
rtc = (m_model * vec4(rtc.xyz,0.0)).xyz;
gl_FragColor.rgb += texture2D(s_reflectmask, tc).rgb * textureCube(s_reflectcube, rtc).rgb;
}
if (arg_eightbit)
{
//FIXME: with this extra flag, half the permutations are redundant.
lightmaps *= 0.5; //counter the fact that the colourmap contains overbright values and logically ranges from 0 to 2 intead of to 1.
float pal = texture2D(s_paletted, tc).r; //the palette index. hopefully not interpolated.
lightmaps -= 1.0 / 128.0; //software rendering appears to round down, so make sure we favour the lower values instead of rounding to the nearest
gl_FragColor.r = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.r)).r; //do 3 lookups. this is to cope with lit files, would be a waste to not support those.
gl_FragColor.g = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.g)).g; //its not very softwarey, but re-palettizing is ugly.
gl_FragColor.b = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.b)).b; //without lits, it should be identical.
}
else
{
//now we have our diffuse+specular terms, modulate by lightmap values.
gl_FragColor.rgb *= lightmaps.rgb;
//add on the fullbright
if (FULLBRIGHT)
gl_FragColor.rgb += texture2D(s_fullbright, tc).rgb;
}
//entity modifiers
gl_FragColor = gl_FragColor * e_colourident;
if (arg_mask != 1.0)
{
if (arg_masklt)
{
if (gl_FragColor.a < arg_mask)
discard;
}
else
{
if (gl_FragColor.a >= arg_mask)
discard;
}
gl_FragColor.a = 1.0;
}
//and finally hide it all if we're fogged.
#ifdef FOG
gl_FragColor = fog4(gl_FragColor);
#endif
}
#endif