mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-29 23:22:01 +00:00
e7c1f9a490
make the 'identify' command assume that a single decimal number is not an address (allowing it to be handled as a user id). qcc: support default initialisers in function calls. tweak filesystem code to try to flush individual files instead of discarding the entire fs hash. fix 'snap' stuff. other tweaks... git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5058 fc73d0e0-1445-4013-8a0c-d673dee63da5
246 lines
5.7 KiB
GLSL
246 lines
5.7 KiB
GLSL
!!ver 100 150
|
|
!!permu TESS
|
|
!!permu FULLBRIGHT
|
|
!!permu UPPERLOWER
|
|
!!permu FRAMEBLEND
|
|
!!permu SKELETAL
|
|
!!permu FOG
|
|
!!permu BUMP
|
|
!!cvarf r_glsl_offsetmapping_scale
|
|
!!cvarf gl_specular
|
|
!!cvardf gl_affinemodels=0
|
|
!!cvardf r_tessellation_level=5
|
|
!!samps diffuse normalmap specular fullbright upper lower paletted
|
|
|
|
#include "sys/defs.h"
|
|
|
|
//standard shader used for models.
|
|
//must support skeletal and 2-way vertex blending or Bad Things Will Happen.
|
|
//the vertex shader is responsible for calculating lighting values.
|
|
|
|
#if gl_affinemodels==1 && __VERSION__ >= 130
|
|
#define affine noperspective
|
|
#else
|
|
#define affine
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef VERTEX_SHADER
|
|
#include "sys/skeletal.h"
|
|
|
|
affine varying vec2 tc;
|
|
varying vec3 light;
|
|
#if defined(SPECULAR) || defined(OFFSETMAPPING)
|
|
varying vec3 eyevector;
|
|
#endif
|
|
#ifdef TESS
|
|
varying vec3 vertex;
|
|
varying vec3 normal;
|
|
#endif
|
|
|
|
void main ()
|
|
{
|
|
#if defined(SPECULAR)||defined(OFFSETMAPPING)
|
|
vec3 n, s, t, w;
|
|
gl_Position = skeletaltransform_wnst(w,n,s,t);
|
|
vec3 eyeminusvertex = e_eyepos - w.xyz;
|
|
eyevector.x = dot(eyeminusvertex, s.xyz);
|
|
eyevector.y = dot(eyeminusvertex, t.xyz);
|
|
eyevector.z = dot(eyeminusvertex, n.xyz);
|
|
#else
|
|
vec3 n, s, t, w;
|
|
gl_Position = skeletaltransform_wnst(w,n,s,t);
|
|
#endif
|
|
|
|
tc = v_texcoord;
|
|
|
|
float d = dot(n,e_light_dir);
|
|
if (d < 0.0) //vertex shader. this might get ugly, but I don't really want to make it per vertex.
|
|
d = 0.0; //this avoids the dark side going below the ambient level.
|
|
light = e_light_ambient + (dot(n,e_light_dir)*e_light_mul);
|
|
|
|
#ifdef TESS
|
|
normal = n;
|
|
vertex = w;
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#if defined(TESS_CONTROL_SHADER)
|
|
layout(vertices = 3) out;
|
|
|
|
in vec3 vertex[];
|
|
out vec3 t_vertex[];
|
|
in vec3 normal[];
|
|
out vec3 t_normal[];
|
|
affine in vec2 tc[];
|
|
affine out vec2 t_tc[];
|
|
in vec3 light[];
|
|
out vec3 t_light[];
|
|
#if defined(SPECULAR) || defined(OFFSETMAPPING)
|
|
in vec3 eyevector[];
|
|
out vec3 t_eyevector[];
|
|
#endif
|
|
void main()
|
|
{
|
|
//the control shader needs to pass stuff through
|
|
#define id gl_InvocationID
|
|
t_vertex[id] = vertex[id];
|
|
t_normal[id] = normal[id];
|
|
t_tc[id] = tc[id];
|
|
t_light[id] = light[id];
|
|
#if defined(SPECULAR) || defined(OFFSETMAPPING)
|
|
t_eyevector[id] = eyevector[id];
|
|
#endif
|
|
|
|
gl_TessLevelOuter[0] = float(r_tessellation_level);
|
|
gl_TessLevelOuter[1] = float(r_tessellation_level);
|
|
gl_TessLevelOuter[2] = float(r_tessellation_level);
|
|
gl_TessLevelInner[0] = float(r_tessellation_level);
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#if defined(TESS_EVALUATION_SHADER)
|
|
layout(triangles) in;
|
|
|
|
in vec3 t_vertex[];
|
|
in vec3 t_normal[];
|
|
affine in vec2 t_tc[];
|
|
affine out vec2 tc;
|
|
in vec3 t_light[];
|
|
out vec3 light;
|
|
#if defined(SPECULAR) || defined(OFFSETMAPPING)
|
|
in vec3 t_eyevector[];
|
|
out vec3 eyevector;
|
|
#endif
|
|
|
|
#define LERP(a) (gl_TessCoord.x*a[0] + gl_TessCoord.y*a[1] + gl_TessCoord.z*a[2])
|
|
void main()
|
|
{
|
|
#define factor 1.0
|
|
tc = LERP(t_tc);
|
|
vec3 w = LERP(t_vertex);
|
|
|
|
vec3 t0 = w - dot(w-t_vertex[0],t_normal[0])*t_normal[0];
|
|
vec3 t1 = w - dot(w-t_vertex[1],t_normal[1])*t_normal[1];
|
|
vec3 t2 = w - dot(w-t_vertex[2],t_normal[2])*t_normal[2];
|
|
w = w*(1.0-factor) + factor*(gl_TessCoord.x*t0+gl_TessCoord.y*t1+gl_TessCoord.z*t2);
|
|
|
|
//FIXME: we should be recalcing these here, instead of just lerping them
|
|
light = LERP(t_light);
|
|
#if defined(SPECULAR) || defined(OFFSETMAPPING)
|
|
eyevector = LERP(t_eyevector);
|
|
#endif
|
|
|
|
gl_Position = m_modelviewprojection * vec4(w,1.0);
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef FRAGMENT_SHADER
|
|
|
|
#include "sys/fog.h"
|
|
|
|
#if defined(SPECULAR)
|
|
uniform float cvar_gl_specular;
|
|
#endif
|
|
|
|
#ifdef OFFSETMAPPING
|
|
#include "sys/offsetmapping.h"
|
|
#endif
|
|
|
|
#ifdef EIGHTBIT
|
|
#define s_colourmap s_t0
|
|
uniform sampler2D s_colourmap;
|
|
#endif
|
|
|
|
affine varying vec2 tc;
|
|
varying vec3 light;
|
|
#if defined(SPECULAR) || defined(OFFSETMAPPING)
|
|
varying vec3 eyevector;
|
|
#endif
|
|
|
|
|
|
void main ()
|
|
{
|
|
vec4 col, sp;
|
|
|
|
#ifdef OFFSETMAPPING
|
|
vec2 tcoffsetmap = offsetmap(s_normalmap, tc, eyevector);
|
|
#define tc tcoffsetmap
|
|
#endif
|
|
|
|
#ifdef EIGHTBIT
|
|
vec3 lightlev = light;
|
|
//FIXME: with this extra flag, half the permutations are redundant.
|
|
lightlev *= 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.
|
|
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
|
|
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.
|
|
col.g = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.g)).g; //its not very softwarey, but re-palettizing is ugly.
|
|
col.b = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.b)).b; //without lits, it should be identical.
|
|
col.a = (pal<1.0)?1.0:0.0;
|
|
#else
|
|
col = texture2D(s_diffuse, tc);
|
|
#ifdef UPPER
|
|
vec4 uc = texture2D(s_upper, tc);
|
|
col.rgb += uc.rgb*e_uppercolour*uc.a;
|
|
#endif
|
|
#ifdef LOWER
|
|
vec4 lc = texture2D(s_lower, tc);
|
|
col.rgb += lc.rgb*e_lowercolour*lc.a;
|
|
#endif
|
|
|
|
#if defined(BUMP) && defined(SPECULAR)
|
|
vec3 bumps = normalize(vec3(texture2D(s_normalmap, tc)) - 0.5);
|
|
vec4 specs = texture2D(s_specular, tc);
|
|
|
|
vec3 halfdir = normalize(normalize(eyevector) + vec3(0.0, 0.0, 1.0));
|
|
float spec = pow(max(dot(halfdir, bumps), 0.0), 32.0 * specs.a);
|
|
col.rgb += cvar_gl_specular * spec * specs.rgb;
|
|
#endif
|
|
|
|
col.rgb *= light;
|
|
|
|
#ifdef FULLBRIGHT
|
|
vec4 fb = texture2D(s_fullbright, tc);
|
|
// col.rgb = mix(col.rgb, fb.rgb, fb.a);
|
|
col.rgb += fb.rgb * fb.a;
|
|
#endif
|
|
#endif
|
|
|
|
gl_FragColor = fog4(col * e_colourident);
|
|
}
|
|
#endif
|
|
|