mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 22:01:50 +00:00
27e8e812a2
try to do something about crazy cursor biases in games that are not likely to get the QSG cursor. fix unvised q3bsp pvs. again. add cl_delay_packets cvar as a clientside analogue to sv_minping (which is often unchangeable by the actual players). fix a qcc issue with static locals screwing everything up. fix dpmaster issues when NQPROT isn't defined. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5168 fc73d0e0-1445-4013-8a0c-d673dee63da5
63 lines
1.8 KiB
GLSL
63 lines
1.8 KiB
GLSL
!!ver 100 150
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!!permu BUMP //for offsetmapping rather than bumpmapping (real bumps are handled elsewhere)
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!!cvarf r_glsl_offsetmapping_scale
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!!samps 2
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//the final defered lighting pass.
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//the lighting values were written to some render target, which is fed into this shader, and now we draw all the wall textures with it.
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#include "sys/defs.h"
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#if defined(OFFSETMAPPING)
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varying vec3 eyevector;
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#endif
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varying vec2 tc, lm;
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varying vec4 tf;
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#ifdef VERTEX_SHADER
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void main ()
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{
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tc = v_texcoord;
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lm = v_lmcoord;
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gl_Position = tf = ftetransform();
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#if defined(OFFSETMAPPING)
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vec3 eyeminusvertex = e_eyepos - v_position.xyz;
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eyevector.x = dot(eyeminusvertex, v_svector.xyz);
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eyevector.y = dot(eyeminusvertex, v_tvector.xyz);
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eyevector.z = dot(eyeminusvertex, v_normal.xyz);
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#endif
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}
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#endif
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#ifdef FRAGMENT_SHADER
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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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//adjust texture coords for offsetmapping
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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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vec2 nst;
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nst = tf.xy / tf.w;
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nst = (1.0 + nst) / 2.0;
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vec4 dl = texture2D(s_t0, nst); //diffuse lighting
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vec4 sl = texture2D(s_t1, nst); //specular lighting
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vec4 c = texture2D(s_diffuse, tc);
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vec4 s = texture2D(s_specular, tc);
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vec4 f = texture2D(s_fullbright, tc);
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//fixme: top+bottom should add upper+lower colours to c here
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vec3 lmsamp = texture2D(s_lightmap, lm).rgb*e_lmscale.rgb;
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//fixme: fog the legacy lightmap data
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vec3 diff = dl.rgb + lmsamp;
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vec3 spec = sl.rgb * float(SPECMUL); //should be rgb, but whatever.
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//fixme: do specular somehow
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gl_FragColor = vec4(diff*c.rgb + spec*s.rgb + f.rgb, 1.0);
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//fixme: fullbrights should add to the rgb value
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}
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#endif
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