mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 22:01:50 +00:00
27a59a0cbc
vulkan, wasapi, quake injector features added. irc, avplug, cef plugins/drivers reworked/updated/added openal reverb, doppler effects added. 'dir' console command now attempts to view clicked files. lots of warning fixes, should now only be deprecation warnings for most targets (depending on compiler version anyway...). SendEntity finally reworked to use flags properly. effectinfo improved, other smc-targetted fixes. mapcluster stuff now has support for linux. .basebone+.baseframe now exist in ssqc. qcc: -Fqccx supports qccx syntax, including qccx hacks. don't expect these to work in fteqw nor dp though. qcc: rewrote function call handling to use refs rather than defs. this makes struct passing more efficient and makes the __out keyword usable with fields etc. qccgui: can cope a little better with non-unicode files. can now represent most quake chars. qcc: suppressed warnings from *extensions.qc git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5000 fc73d0e0-1445-4013-8a0c-d673dee63da5
112 lines
3 KiB
GLSL
112 lines
3 KiB
GLSL
!!cvarf r_glsl_turbscale=1
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!!cvarf gl_maxdist=8192
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!!cvarf gl_mindist=4
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!!samps normalmap diffuse 4
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!!argb reflect=0 //s_t1 is a reflection instead of diffusemap
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!!argf strength=0.1 //0.1 = fairly gentle, 0.2 = big waves
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!!argf fresnel=5.0 //water should be around 5
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!!argf txscale=0.2 //wave strength
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!!argb ripplemap=0 //s_t2 contains a ripplemap
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!!arg3f tint=0.7 0.8 0.7 //some colour value
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!!argb depth=0 //s_t3 is a depth image
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!!arg3f fogtint=0.2 0.3 0.2 //tints as it gets deeper
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#include "sys/defs.h"
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layout(location=0) varying vec2 tc;
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layout(location=1) varying vec4 tf;
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layout(location=2) varying vec3 norm;
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layout(location=3) varying vec3 eye;
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#ifdef VERTEX_SHADER
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void main (void)
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{
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tc = v_texcoord.st;
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tf = ftetransform();
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norm = v_normal;
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eye = e_eyepos - v_position.xyz;
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gl_Position = tf;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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#define s_refract s_t0
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#define s_reflect s_t1
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#define s_ripplemap s_t2
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#define s_refractdepth s_t3
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void main (void)
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{
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vec2 stc, ntc;
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vec3 n, refr, refl;
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float fres;
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float depth;
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stc = (1.0 + (tf.xy / tf.w)) * 0.5;
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//hack the texture coords slightly so that there are no obvious gaps
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stc.t -= 1.5*norm.z/1080.0;
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//apply q1-style warp, just for kicks
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ntc.s = tc.s + sin(tc.t+e_time)*0.125;
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ntc.t = tc.t + sin(tc.s+e_time)*0.125;
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//generate the two wave patterns from the normalmap
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n = (texture2D(s_normalmap, arg_txscale*tc + vec2(e_time*0.1, 0.0)).xyz);
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n += (texture2D(s_normalmap, arg_txscale*tc - vec2(0, e_time*0.097)).xyz);
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n -= 1.0 - 4.0/256.0;
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if (arg_ripplemap)
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n += texture2D(s_ripplemap, stc).rgb*3.0;
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//the fresnel term decides how transparent the water should be
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fres = pow(1.0-abs(dot(normalize(n), normalize(eye))), arg_fresnel);
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if (arg_depth)
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{
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float far = cvar_gl_maxdist;
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float near = cvar_gl_mindist;
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//get depth value at the surface
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float sdepth = gl_FragCoord.z;
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sdepth = (2.0*near) / (far + near - sdepth * (far - near));
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sdepth = mix(near, far, sdepth);
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//get depth value at the ground beyond the surface.
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float gdepth = texture2D(s_refractdepth, stc).x;
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gdepth = (2.0*near) / (far + near - gdepth * (far - near));
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if (gdepth >= 0.5)
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{
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gdepth = sdepth;
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depth = 0.0;
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}
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else
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{
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gdepth = mix(near, far, gdepth);
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depth = gdepth - sdepth;
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}
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//reduce the normals in shallow water (near walls, reduces the pain of linear sampling)
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if (depth < 100.0)
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n *= depth/100.0;
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}
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else
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depth = 1.0;
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//refraction image (and water fog, if possible)
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refr = texture2D(s_refract, stc + n.st*arg_strength*cvar_r_glsl_turbscale).rgb * arg_tint;
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if (arg_depth)
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refr = mix(refr, arg_fogtint, min(depth/4096.0, 1.0));
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//reflection/diffuse
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if (arg_reflect)
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refl = texture2D(s_reflect, stc - n.st*arg_strength*cvar_r_glsl_turbscale).rgb;
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else
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refl = texture2D(s_diffuse, ntc).xyz;
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//FIXME: add specular tints
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//interplate by fresnel
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refr = mix(refr, refl, fres);
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//done
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gl_FragColor = vec4(refr, 1.0);
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}
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#endif
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