mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-10 06:32:00 +00:00
1d1f2ad526
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6116 fc73d0e0-1445-4013-8a0c-d673dee63da5
140 lines
3.2 KiB
GLSL
140 lines
3.2 KiB
GLSL
!!ver 110
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!!permu FRAMEBLEND
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!!permu BUMP
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!!permu FOG
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!!permu SKELETAL
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!!permu AMBIENTCUBE
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!!samps diffuse fullbright normalmap
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!!permu FAKESHADOWS
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!!cvardf r_glsl_pcf
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!!samps =FAKESHADOWS shadowmap
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// envmaps only
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!!samps =REFLECTCUBEMASK reflectmask reflectcube
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!!cvardf r_skipDiffuse
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#include "sys/defs.h"
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varying vec2 tex_c;
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varying vec3 norm;
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/* CUBEMAPS ONLY */
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#ifdef REFLECTCUBEMASK
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varying vec3 eyevector;
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varying mat3 invsurface;
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#endif
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#ifdef FAKESHADOWS
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varying vec4 vtexprojcoord;
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#endif
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#ifdef VERTEX_SHADER
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#include "sys/skeletal.h"
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void main (void)
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{
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vec3 n, s, t, w;
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tex_c = v_texcoord;
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gl_Position = skeletaltransform_wnst(w,n,s,t);
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norm = n;
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/* CUBEMAPS ONLY */
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#ifdef REFLECTCUBEMASK
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invsurface = mat3(v_svector, v_tvector, v_normal);
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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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#ifdef FAKESHADOWS
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vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));
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#endif
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}
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#endif
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#ifdef FRAGMENT_SHADER
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#include "sys/fog.h"
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#include "sys/pcf.h"
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float lambert(vec3 normal, vec3 dir)
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{
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return max(dot(normal, dir), 0.0);
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}
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float halflambert(vec3 normal, vec3 dir)
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{
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return (lambert(normal, dir) * 0.5) + 0.5;
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}
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void main (void)
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{
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vec4 diffuse_f = texture2D(s_diffuse, tex_c);
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vec3 light;
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#ifdef MASKLT
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if (diffuse_f.a < float(MASK))
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discard;
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#endif
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/* Normal/Bumpmap Shenanigans */
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#ifdef BUMP
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/* Source's normalmaps are in the DX format where the green channel is flipped */
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vec3 normal_f = texture2D(s_normalmap, tex_c).rgb;
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normal_f.g *= -1.0;
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normal_f = normalize(normal_f.rgb - 0.5);
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#else
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vec3 normal_f = vec3(0.0,0.0,1.0);
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#endif
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/* CUBEMAPS ONLY */
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#ifdef REFLECTCUBEMASK
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/* when ENVFROMBASE is set or a normal isn't present, we're getting the reflectivity info from the diffusemap's alpha channel */
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#if defined(ENVFROMBASE) || !defined(BUMP)
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#define refl 1.0 - diffuse_f.a
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#else
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#define refl texture2D(s_normalmap, tex_c).a
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#endif
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vec3 cube_c = reflect(normalize(-eyevector), normal_f.rgb);
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cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];
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cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
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diffuse_f.rgb += (textureCube(s_reflectcube, cube_c).rgb * vec3(refl,refl,refl));
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#endif
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#ifdef AMBIENTCUBE
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//no specular effect here. use rtlights for that.
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vec3 nn = norm*norm; //FIXME: should be worldspace normal.
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light = nn.x * e_light_ambientcube[(norm.x<0.0)?1:0] +
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nn.y * e_light_ambientcube[(norm.y<0.0)?3:2] +
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nn.z * e_light_ambientcube[(norm.z<0.0)?5:4];
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#else
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#ifdef HALFLAMBERT
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light = e_light_ambient + (e_light_mul * halflambert(norm, e_light_dir));
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#else
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light = e_light_ambient + (e_light_mul * lambert(norm, e_light_dir));
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#endif
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/* the light we're getting is always too bright */
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light *= 0.75;
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/* clamp at 1.5 */
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if (light.r > 1.5)
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light.r = 1.5;
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if (light.g > 1.5)
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light.g = 1.5;
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if (light.b > 1.5)
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light.b = 1.5;
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#endif
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diffuse_f.rgb *= light;
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#ifdef FAKESHADOWS
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diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
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#endif
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gl_FragColor = fog4(diffuse_f * e_colourident) * e_lmscale;
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}
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#endif
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