mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-15 00:42:06 +00:00
3c5518afa8
Fix simpleitems transparency in gles2. Fix a couple of GL errors in gles2 (including some fixed function stuff that could result in segfaults). Dynamically adjust MTU values with legacy qw clients too. Added some small sleeps while waiting for downloads (this fixes insanely slow valgrind startups but might make non-valgrind start a smidge slower). Fix title metadata in the updates system. Clean up some issues for when WEBCLIENT is not defined. HAVE_HTTPSV also disables websocket connections, to completely avoid any http strings anywhere, in the hope that it reduces virus scanner false positives. Fix presets initial option, again. Writing files to FS_GAMEONLY no longer purges the entire fscache, which should give a speedup in certain situations. Added some new cvars to control heightmap lightmap generation. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5461 fc73d0e0-1445-4013-8a0c-d673dee63da5
403 lines
11 KiB
GLSL
403 lines
11 KiB
GLSL
!!ver 100 150
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!!permu TESS
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!!permu FULLBRIGHT
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!!permu UPPERLOWER
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!!permu FRAMEBLEND
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!!permu SKELETAL
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!!permu FOG
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!!permu BUMP
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!!permu REFLECTCUBEMASK
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!!cvarf r_glsl_offsetmapping_scale
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!!cvarf gl_specular
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!!cvardf gl_affinemodels=0
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!!cvardf r_tessellation_level=5
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!!samps !EIGHTBIT diffuse normalmap specular fullbright upper lower reflectmask reflectcube
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!!samps =EIGHTBIT paletted 1
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//!!permu VC // adds rgba vertex colour multipliers
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//!!permu SPECULAR // auto-added when gl_specular>0
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//!!permu OFFSETMAPPING // auto-added when r_glsl_offsetmapping is set
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//!!permu NONORMALS // states that there's no normals available, which affects lighting.
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//!!permu ORM // specularmap is r:Occlusion, g:Roughness, b:Metalness
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//!!permu SG // specularmap is rgb:F0, a:Roughness (instead of exponent)
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//!!permu PBR // an attempt at pbr logic (enabled from ORM or SG)
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//!!permu NOOCCLUDE // ignores the use of ORM's occlusion... yeah, stupid.
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//!!permu EIGHTBIT // uses software-style paletted colourmap lookups
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//!!permu ALPHATEST // if defined, this is the required alpha level (more versatile than doing it at the q3shader level)
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#include "sys/defs.h"
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//standard shader used for models.
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//must support skeletal and 2-way vertex blending or Bad Things Will Happen.
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//the vertex shader is responsible for calculating lighting values.
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#if gl_affinemodels==1 && __VERSION__ >= 130 && !defined(GL_ES)
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#define affine noperspective
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#else
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#define affine
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#endif
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#if defined(ORM) || defined(SG)
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#define PBR
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#endif
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#ifdef NONORMALS //lots of things need normals to work properly. make sure nothing breaks simply because they added an extra texture.
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#undef BUMP
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#undef SPECULAR
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#undef OFFSETMAPPING
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#undef REFLECTCUBEMASK
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#endif
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#ifdef VERTEX_SHADER
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#include "sys/skeletal.h"
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affine varying vec2 tc;
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varying vec4 light;
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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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#if defined(PBR)||defined(REFLECTCUBEMASK)
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varying mat3 invsurface;
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#endif
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#ifdef TESS
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varying vec3 vertex;
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varying vec3 normal;
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#endif
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void main ()
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{
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light.rgba = vec4(e_light_ambient, 1.0);
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#ifdef NONORMALS
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vec3 n, w;
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gl_Position = skeletaltransform_w(w);
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n = vec3(0.0);
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#else
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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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n = normalize(n);
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s = normalize(s);
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t = normalize(t);
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#ifndef PBR
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float d = dot(n,e_light_dir);
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if (d < 0.0) //vertex shader. this might get ugly, but I don't really want to make it per vertex.
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d = 0.0; //this avoids the dark side going below the ambient level.
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light.rgb += (d*e_light_mul);
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#else
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light.rgb = vec3(1.0);
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#endif
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#endif
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#if defined(PBR)
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eyevector = e_eyepos - w.xyz;
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#elif 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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#if defined(PBR) || defined(REFLECTCUBEMASK)
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invsurface = mat3(s, t, n);
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#endif
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tc = v_texcoord;
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#ifdef VC
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light *= v_colour;
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#endif
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//FIXME: Software rendering imitation should possibly push out normals by half a pixel or something to approximate software's over-estimation of distant model sizes (small models are drawn using JUST their verticies using the nearest pixel, which results in larger meshes)
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#ifdef TESS
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normal = n;
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vertex = w;
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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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affine in vec2 tc[];
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affine out vec2 t_tc[];
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in vec4 light[];
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out vec4 t_light[];
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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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#ifdef REFLECTCUBEMASK
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in mat3 invsurface[];
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out mat3 t_invsurface[];
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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_tc[id] = tc[id];
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t_light[id] = light[id];
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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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#ifdef REFLECTCUBEMASK
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t_invsurface[id][0] = invsurface[id][0];
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t_invsurface[id][1] = invsurface[id][1];
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t_invsurface[id][2] = invsurface[id][2];
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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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affine in vec2 t_tc[];
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affine out vec2 tc;
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in vec4 t_light[];
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out vec4 light;
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#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
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in vec3 t_eyevector[];
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out vec3 eyevector;
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#endif
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#ifdef REFLECTCUBEMASK
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in mat3 t_invsurface[];
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out mat3 invsurface;
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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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tc = LERP(t_tc);
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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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//FIXME: we should be recalcing these here, instead of just lerping them
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light = LERP(t_light);
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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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#ifdef REFLECTCUBEMASK
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invsurface[0] = LERP(t_invsurface[0]);
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invsurface[1] = LERP(t_invsurface[1]);
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invsurface[2] = LERP(t_invsurface[2]);
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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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#if defined(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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#ifdef EIGHTBIT
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#define s_colourmap s_t0
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#endif
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affine varying vec2 tc;
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varying vec4 light;
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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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#if defined(PBR) || defined(REFLECTCUBEMASK)
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varying mat3 invsurface;
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#endif
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#ifdef PBR
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#include "sys/pbr.h"
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#if 0
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vec3 getIBLContribution(PBRInfo pbrInputs, vec3 n, vec3 reflection)
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{
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float mipCount = 9.0; // resolution of 512x512
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float lod = (pbrInputs.perceptualRoughness * mipCount);
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// retrieve a scale and bias to F0. See [1], Figure 3
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vec3 brdf = texture2D(u_brdfLUT, vec2(pbrInputs.NdotV, 1.0 - pbrInputs.perceptualRoughness)).rgb;
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vec3 diffuseLight = textureCube(u_DiffuseEnvSampler, n).rgb;
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#ifdef USE_TEX_LOD
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vec3 specularLight = textureCubeLodEXT(u_SpecularEnvSampler, reflection, lod).rgb;
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#else
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vec3 specularLight = textureCube(u_SpecularEnvSampler, reflection).rgb;
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#endif
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vec3 diffuse = diffuseLight * pbrInputs.diffuseColor;
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vec3 specular = specularLight * (pbrInputs.specularColor * brdf.x + brdf.y);
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// For presentation, this allows us to disable IBL terms
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diffuse *= u_ScaleIBLAmbient.x;
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specular *= u_ScaleIBLAmbient.y;
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return diffuse + specular;
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}
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#endif
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#endif
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void main ()
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{
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vec4 col, sp;
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#ifdef OFFSETMAPPING
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vec2 tcoffsetmap = offsetmap(s_normalmap, tc, eyevector);
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#define tc tcoffsetmap
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#endif
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#ifdef EIGHTBIT
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vec3 lightlev = light.rgb;
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//FIXME: with this extra flag, half the permutations are redundant.
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lightlev *= 0.5; //counter the fact that the colourmap contains overbright values and logically ranges from 0 to 2 intead of to 1.
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float pal = texture2D(s_paletted, tc).r; //the palette index. hopefully not interpolated.
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// lightlev -= 1.0 / 128.0; //software rendering appears to round down, so make sure we favour the lower values instead of rounding to the nearest
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col.r = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.r)).r; //do 3 lookups. this is to cope with lit files, would be a waste to not support those.
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col.g = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.g)).g; //its not very softwarey, but re-palettizing is ugly.
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col.b = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.b)).b; //without lits, it should be identical.
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col.a = (pal<1.0)?light.a:0.0;
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#else
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col = texture2D(s_diffuse, tc);
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#ifdef UPPER
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vec4 uc = texture2D(s_upper, tc);
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col.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, tc);
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col.rgb += lc.rgb*e_lowercolour*lc.a;
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#endif
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col *= factor_base;
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#define dielectricSpecular 0.04
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#ifdef SPECULAR
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vec4 specs = texture2D(s_specular, tc)*factor_spec;
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#ifdef ORM
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#define occlusion specs.r
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#define roughness clamp(specs.g, 0.04, 1.0)
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#define metalness specs.b
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#define gloss 1.0 //sqrt(1.0-roughness)
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#define ambientrgb (specrgb+col.rgb)
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vec3 specrgb = mix(vec3(dielectricSpecular), col.rgb, metalness);
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col.rgb = col.rgb * (1.0 - dielectricSpecular) * (1.0-metalness);
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#elif defined(SG) //pbr-style specular+glossiness
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//occlusion needs to be baked in. :(
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#define roughness (1.0-specs.a)
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#define gloss (specs.a)
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#define specrgb specs.rgb
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#define ambientrgb (specs.rgb+col.rgb)
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#else //blinn-phong
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#define roughness (1.0-specs.a)
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#define gloss specs.a
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#define specrgb specs.rgb
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#define ambientrgb col.rgb
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#endif
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#else
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#define roughness 0.3
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#define specrgb 1.0 //vec3(dielectricSpecular)
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#endif
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#ifdef BUMP
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#ifdef PBR //to modelspace
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vec3 bumps = normalize(invsurface * (texture2D(s_normalmap, tc).rgb*2.0 - 1.0));
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#else //stay in tangentspace
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vec3 bumps = normalize(vec3(texture2D(s_normalmap, tc)) - 0.5);
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#endif
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#else
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#ifdef PBR //to modelspace
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#define bumps normalize(invsurface[2])
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#else //tangent space
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#define bumps vec3(0.0, 0.0, 1.0)
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#endif
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#endif
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#ifdef PBR
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//move everything to model space
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col.rgb = DoPBR(bumps, normalize(eyevector), -e_light_dir, roughness, col.rgb, specrgb, vec3(0.0,1.0,1.0))*e_light_mul + e_light_ambient*.25*ambientrgb;
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#elif defined(gloss)
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vec3 halfdir = normalize(normalize(eyevector) - e_light_dir);
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float specmag = pow(max(dot(halfdir, bumps), 0.0), FTE_SPECULAR_EXPONENT * gloss);
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col.rgb += FTE_SPECULAR_MULTIPLIER * specmag * specrgb;
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#endif
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#ifdef REFLECTCUBEMASK
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vec3 rtc = reflect(-eyevector, bumps);
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#ifndef PBR
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rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2];
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#endif
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rtc = (m_model * vec4(rtc.xyz,0.0)).xyz;
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col.rgb += texture2D(s_reflectmask, tc).rgb * textureCube(s_reflectcube, rtc).rgb;
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#endif
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#if defined(occlusion) && !defined(NOOCCLUDE)
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col.rgb *= occlusion;
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#endif
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col *= light * e_colourident;
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#ifdef FULLBRIGHT
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vec4 fb = texture2D(s_fullbright, tc);
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// col.rgb = mix(col.rgb, fb.rgb, fb.a);
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col.rgb += fb.rgb * fb.a * e_glowmod.rgb * factor_emit.rgb;
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#elif defined(PBR)
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col.rgb += e_glowmod.rgb * factor_emit.rgb;
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#endif
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#endif
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#ifdef ALPHATEST
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if (!(col.a ALPHATEST))
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discard;
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#endif
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gl_FragColor = fog4(col);
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}
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#endif
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