mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-29 23:22:01 +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
101 lines
2.4 KiB
GLSL
101 lines
2.4 KiB
GLSL
!!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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!!cvarf r_glsl_offsetmapping=0
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!!cvarf r_glsl_offsetmapping_scale=0.04
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!!cvarf gl_specular=0
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!!cvarb r_fog_exp2=true
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!!samps diffuse normalmap upper lower specular fullbright
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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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layout(location=0) varying vec2 tcbase;
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layout(location=1) varying vec3 light;
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#if defined(SPECULAR) || defined(OFFSETMAPPING)
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layout(location=2) varying vec3 eyevector;
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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 ()
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{
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vec3 n;
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if (SPECULAR||OFFSETMAPPING)
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{
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vec3 s, t, w;
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gl_Position = skeletaltransform_wnst(w,n,s,t);
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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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}
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else
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{
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gl_Position = skeletaltransform_n(n);
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}
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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 = e_light_ambient + (dot(n,e_light_dir)*e_light_mul);
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tcbase = v_texcoord;
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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/offsetmapping.h"
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void main ()
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{
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vec4 col, sp;
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vec2 tc;
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if (OFFSETMAPPING)
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tc = offsetmap(s_normalmap, tcbase, eyevector);
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else
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tc = tcbase;
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col = texture2D(s_diffuse, tc);
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if (UPPERLOWER)
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{
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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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vec4 lc = texture2D(s_lower, tc);
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col.rgb += lc.rgb*e_lowercolour*lc.a;
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}
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if (BUMP || SPECULAR)
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{
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vec3 bumps = normalize(vec3(texture2D(s_normalmap, tc)) - 0.5);
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vec4 specs = texture2D(s_specular, tc);
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vec3 halfdir = normalize(normalize(eyevector) + vec3(0.0, 0.0, 1.0));
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float spec = pow(max(dot(halfdir, bumps), 0.0), 32.0 * specs.a);
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col.rgb += cvar_gl_specular * spec * specs.rgb;
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}
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col.rgb *= light;
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if (FULLBRIGHT)
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{
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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;
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}
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gl_FragColor = fog4(col * e_colourident);
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}
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#endif
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