mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-12-02 08:31:55 +00:00
fa0c73d33b
Added .psd, .pbm/.pgm/.ppm, .pfm, and .hdr image formats. Extensions NOT added to r_imageextensions. png (and the above formats) can now be loaded as RGBA16, instead of being truncated to RGBA8 (8bit pngs not affected). r_imagelist will now show images from memory, instead of potentially loading new/different ones from disk. Fix serverbrowser bug being too eager to join the server (eg from alt+tab). Don't send ipv6 packets to qw/q2 masters. They won't be able to report ipv6 addresses anyway, and this reduces warnings when a host STILL has no ipv6 (my ISP sucks). this does not affect q3/dpmasters, for people without ipv4 addresses. Tried to improve compat with Bloodshot's particle effects. Fixed a couple of issues with R_AddTrisoup. Fixed string tokenizing bug where it was using the wrong buffer size values. Don't show link-local/localhost addresses in eg the status command (unless developer). qtv-rel is now an easier target, for new qtv releases. qtv warning fixes. added a nailtrail effect to 'high' particles. fixed terrain shaders. fixed fogged water issue (on one of bal's maps). first attempt at gltf2 format support git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5400 fc73d0e0-1445-4013-8a0c-d673dee63da5
324 lines
8.3 KiB
GLSL
324 lines
8.3 KiB
GLSL
!!ver 100 300
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!!permu TESS
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!!permu BUMP
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!!permu FRAMEBLEND
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!!permu SKELETAL
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!!permu UPPERLOWER
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!!permu FOG
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!!permu REFLECTCUBEMASK
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!!cvarf r_glsl_offsetmapping_scale
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!!cvardf r_glsl_pcf
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!!cvardf r_tessellation_level=5
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!!samps diffuse normalmap specular upper lower reflectcube reflectmask
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!!samps =PCF shadowmap
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!!samps =CUBE projectionmap
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#include "sys/defs.h"
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//this is the main shader responsible for realtime dlights.
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//texture units:
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//s0=diffuse, s1=normal, s2=specular, s3=shadowmap
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//custom modifiers:
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//PCF(shadowmap)
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//CUBEPROJ(projected cubemap)
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//SPOT(projected circle
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//CUBESHADOW
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#if 0 && defined(GL_ARB_texture_gather) && defined(PCF)
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#extension GL_ARB_texture_gather : enable
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#endif
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#ifdef UPPERLOWER
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#define UPPER
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#define LOWER
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#endif
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//if there's no vertex normals known, disable some stuff.
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//FIXME: this results in dupe permutations.
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#ifdef NOBUMP
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#undef SPECULAR
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#undef BUMP
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#undef OFFSETMAPPING
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#endif
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#if !defined(TESS_CONTROL_SHADER)
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varying vec2 tcbase;
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varying vec3 lightvector;
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#if defined(VERTEXCOLOURS)
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varying vec4 vc;
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#endif
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#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
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varying vec3 eyevector;
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#endif
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#ifdef REFLECTCUBEMASK
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varying mat3 invsurface;
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#endif
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#if defined(PCF) || defined(CUBE) || defined(SPOT) || defined(ORTHO)
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varying vec4 vtexprojcoord;
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#endif
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#endif
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#ifdef VERTEX_SHADER
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#ifdef TESS
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varying vec3 vertex, normal;
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#endif
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#include "sys/skeletal.h"
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void main ()
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{
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vec3 n, s, t, w;
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gl_Position = skeletaltransform_wnst(w,n,s,t);
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tcbase = v_texcoord; //pass the texture coords straight through
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#ifdef ORTHO
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vec3 lightminusvertex = -l_lightdirection;
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lightvector.x = dot(lightminusvertex, s.xyz);
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lightvector.y = dot(lightminusvertex, t.xyz);
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lightvector.z = dot(lightminusvertex, n.xyz);
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#else
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vec3 lightminusvertex = l_lightposition - w.xyz;
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#ifdef NOBUMP
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//the only important thing is distance
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lightvector = lightminusvertex;
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#else
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//the light direction relative to the surface normal, for bumpmapping.
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lightvector.x = dot(lightminusvertex, s.xyz);
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lightvector.y = dot(lightminusvertex, t.xyz);
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lightvector.z = dot(lightminusvertex, n.xyz);
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#endif
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#endif
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#if defined(VERTEXCOLOURS)
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vc = v_colour;
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#endif
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#if defined(SPECULAR)||defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
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vec3 eyeminusvertex = e_eyepos - w.xyz;
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eyevector.x = dot(eyeminusvertex, s.xyz);
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eyevector.y = dot(eyeminusvertex, t.xyz);
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eyevector.z = dot(eyeminusvertex, n.xyz);
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#endif
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#ifdef REFLECTCUBEMASK
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invsurface[0] = v_svector;
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invsurface[1] = v_tvector;
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invsurface[2] = v_normal;
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#endif
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#if defined(PCF) || defined(SPOT) || defined(CUBE) || defined(ORTHO)
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//for texture projections/shadowmapping on dlights
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vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));
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#endif
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#ifdef TESS
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vertex = w;
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normal = n;
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#endif
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}
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#endif
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#if defined(TESS_CONTROL_SHADER)
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layout(vertices = 3) out;
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in vec3 vertex[];
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out vec3 t_vertex[];
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in vec3 normal[];
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out vec3 t_normal[];
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in vec2 tcbase[];
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out vec2 t_tcbase[];
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in vec3 lightvector[];
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out vec3 t_lightvector[];
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#if defined(VERTEXCOLOURS)
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in vec4 vc[];
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out vec4 t_vc[];
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#endif
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#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
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in vec3 eyevector[];
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out vec3 t_eyevector[];
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#endif
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void main()
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{
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//the control shader needs to pass stuff through
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#define id gl_InvocationID
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t_vertex[id] = vertex[id];
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t_normal[id] = normal[id];
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t_tcbase[id] = tcbase[id];
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t_lightvector[id] = lightvector[id];
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#if defined(VERTEXCOLOURS)
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t_vc[id] = vc[id];
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#endif
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#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
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t_eyevector[id] = eyevector[id];
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#endif
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gl_TessLevelOuter[0] = float(r_tessellation_level);
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gl_TessLevelOuter[1] = float(r_tessellation_level);
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gl_TessLevelOuter[2] = float(r_tessellation_level);
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gl_TessLevelInner[0] = float(r_tessellation_level);
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}
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#endif
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#if defined(TESS_EVALUATION_SHADER)
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layout(triangles) in;
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in vec3 t_vertex[];
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in vec3 t_normal[];
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in vec2 t_tcbase[];
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in vec3 t_lightvector[];
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#if defined(VERTEXCOLOURS)
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in vec4 t_vc[];
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#endif
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#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
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in vec3 t_eyevector[];
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#endif
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#define LERP(a) (gl_TessCoord.x*a[0] + gl_TessCoord.y*a[1] + gl_TessCoord.z*a[2])
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void main()
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{
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#define factor 1.0
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tcbase = LERP(t_tcbase);
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vec3 w = LERP(t_vertex);
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vec3 t0 = w - dot(w-t_vertex[0],t_normal[0])*t_normal[0];
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vec3 t1 = w - dot(w-t_vertex[1],t_normal[1])*t_normal[1];
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vec3 t2 = w - dot(w-t_vertex[2],t_normal[2])*t_normal[2];
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w = w*(1.0-factor) + factor*(gl_TessCoord.x*t0+gl_TessCoord.y*t1+gl_TessCoord.z*t2);
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#if defined(PCF) || defined(SPOT) || defined(CUBE) || defined(ORTHO)
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//for texture projections/shadowmapping on dlights
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vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));
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#endif
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//FIXME: we should be recalcing these here, instead of just lerping them
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lightvector = LERP(t_lightvector);
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#if defined(VERTEXCOLOURS)
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vc = LERP(t_vc);
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#endif
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#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
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eyevector = LERP(t_eyevector);
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#endif
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gl_Position = m_modelviewprojection * vec4(w,1.0);
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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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#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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#ifdef ORTHO
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float colorscale = 1.0;
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#else
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float colorscale = max(1.0 - (dot(lightvector, lightvector)/(l_lightradius*l_lightradius)), 0.0);
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#endif
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#ifdef PCF
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/*filter the light by the shadowmap. logically a boolean, but we allow fractions for softer shadows*/
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colorscale *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
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#endif
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#if defined(SPOT)
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/*filter the colour by the spotlight. discard anything behind the light so we don't get a mirror image*/
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if (vtexprojcoord.w < 0.0) discard;
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vec2 spot = ((vtexprojcoord.st)/vtexprojcoord.w);
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colorscale*=1.0-(dot(spot,spot));
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#endif
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//read raw texture samples (offsetmapping munges the tex coords first)
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#ifdef OFFSETMAPPING
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vec2 tcoffsetmap = offsetmap(s_normalmap, tcbase, eyevector);
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#define tcbase tcoffsetmap
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#endif
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#if defined(FLAT)
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vec4 bases = vec4(FLAT, FLAT, FLAT, 1.0);
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#else
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vec4 bases = texture2D(s_diffuse, tcbase);
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#ifdef VERTEXCOLOURS
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bases.rgb *= bases.a;
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#endif
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#endif
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#ifdef UPPER
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vec4 uc = texture2D(s_upper, tcbase);
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bases.rgb += uc.rgb*e_uppercolour*uc.a;
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#endif
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#ifdef LOWER
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vec4 lc = texture2D(s_lower, tcbase);
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bases.rgb += lc.rgb*e_lowercolour*lc.a;
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#endif
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#if defined(BUMP) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
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vec3 bumps = normalize(vec3(texture2D(s_normalmap, tcbase)) - 0.5);
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#elif defined(REFLECTCUBEMASK)
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vec3 bumps = vec3(0.0,0.0,1.0);
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#endif
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#ifdef SPECULAR
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vec4 specs = texture2D(s_specular, tcbase);
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#endif
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vec3 diff;
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#ifdef NOBUMP
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//surface can only support ambient lighting, even for lights that try to avoid it.
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diff = bases.rgb * (l_lightcolourscale.x+l_lightcolourscale.y);
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#else
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vec3 nl = normalize(lightvector);
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#ifdef BUMP
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diff = bases.rgb * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(bumps, nl), 0.0));
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#else
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//we still do bumpmapping even without bumps to ensure colours are always sane. light.exe does it too.
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diff = bases.rgb * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0));
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#endif
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#endif
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#ifdef SPECULAR
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vec3 halfdir = normalize(normalize(eyevector) + nl);
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float spec = pow(max(dot(halfdir, bumps), 0.0), FTE_SPECULAR_EXPONENT * specs.a)*float(SPECMUL);
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diff += l_lightcolourscale.z * spec * specs.rgb;
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#endif
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#ifdef REFLECTCUBEMASK
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vec3 rtc = reflect(-eyevector, bumps);
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rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2];
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rtc = (m_model * vec4(rtc.xyz,0.0)).xyz;
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diff += texture2D(s_reflectmask, tcbase).rgb * textureCube(s_reflectcube, rtc).rgb;
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#endif
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#ifdef CUBE
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/*filter the colour by the cubemap projection*/
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diff *= textureCube(s_projectionmap, vtexprojcoord.xyz).rgb;
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#endif
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#if defined(PROJECTION)
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/*2d projection, not used*/
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// diff *= texture2d(s_projectionmap, shadowcoord);
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#endif
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#if defined(VERTEXCOLOURS)
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diff *= vc.rgb * vc.a;
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#endif
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gl_FragColor = vec4(fog3additive(diff*colorscale*l_lightcolour), 1.0);
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}
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#endif
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