mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 22:01:50 +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
152 lines
3.9 KiB
GLSL
152 lines
3.9 KiB
GLSL
!!ver 100 300
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!!permu FOG
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//RTLIGHT (+PCF,CUBE,SPOT,etc)
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!!samps tr=0 tg=1 tb=2 tx=3 //the four texturemaps
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!!samps mix=4 //how the ground is blended
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!!samps =PCF shadowmap
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!!samps =CUBE projectionmap
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//light levels
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#include "sys/fog.h"
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varying vec2 tc;
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varying vec2 lm;
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varying vec4 vc;
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#ifdef RTLIGHT
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varying vec3 lightvector;
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// #if defined(SPECULAR) || defined(OFFSETMAPPING)
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// varying vec3 eyevector;
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// #endif
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#if defined(PCF) || defined(CUBE) || defined(SPOT)
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varying vec4 vtexprojcoord;
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#endif
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#endif
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#ifdef VERTEX_SHADER
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#ifdef RTLIGHT
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uniform vec3 l_lightposition;
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// #if defined(SPECULAR) || defined(OFFSETMAPPING)
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// uniform vec3 e_eyepos;
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// #endif
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#if defined(PCF) || defined(CUBE) || defined(SPOT)
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uniform mat4 l_cubematrix;
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#endif
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attribute vec3 v_normal;
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attribute vec3 v_svector;
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attribute vec3 v_tvector;
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#endif
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attribute vec2 v_texcoord;
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attribute vec2 v_lmcoord;
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attribute vec4 v_colour;
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void main (void)
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{
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tc = v_texcoord.st;
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lm = v_lmcoord.st;
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vc = v_colour;
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gl_Position = ftetransform();
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#ifdef RTLIGHT
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//light position is in model space, which is handy.
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vec3 lightminusvertex = l_lightposition - v_position.xyz;
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//no bumpmapping, so we can just use distance without regard for actual surface direction. we still do scalecos stuff. you might notice it on steep slopes.
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lightvector = lightminusvertex;
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// lightvector.x = dot(lightminusvertex, v_svector.xyz);
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// lightvector.y = dot(lightminusvertex, v_tvector.xyz);
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// lightvector.z = dot(lightminusvertex, v_normal.xyz);
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// #if defined(SPECULAR)||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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#if defined(PCF) || defined(SPOT) || defined(CUBE)
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//for texture projections/shadowmapping on dlights
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vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));
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#endif
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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 PCF
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#include "sys/pcf.h"
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#endif
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//light levels
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uniform vec4 e_lmscale;
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#ifdef RTLIGHT
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uniform float l_lightradius;
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uniform vec3 l_lightcolour;
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uniform vec3 l_lightcolourscale;
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#endif
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void main (void)
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{
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vec4 r;
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vec4 m = texture2D(s_mix, lm);
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r = texture2D(s_tr, tc)*m.r;
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r += texture2D(s_tg, tc)*m.g;
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r += texture2D(s_tb, tc)*m.b;
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r += texture2D(s_tx, tc)*(1.0 - (m.r + m.g + m.b));
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r.rgb *= 1.0/r.a; //fancy maths, so low alpha values give other textures a greater focus
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//vertex colours provide a scaler that applies even through rtlights.
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r *= vc;
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#ifdef RTLIGHT
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vec3 nl = normalize(lightvector);
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float colorscale = max(1.0 - (dot(lightvector, lightvector)/(l_lightradius*l_lightradius)), 0.0);
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vec3 diff;
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// #ifdef BUMP
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// colorscale *= (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(bumps, nl), 0.0));
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// #else
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colorscale *= (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0));
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// #endif
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// #ifdef SPECULAR
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// vec3 halfdir = normalize(normalize(eyevector) + nl);
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// float spec = pow(max(dot(halfdir, bumps), 0.0), 32.0 * specs.a);
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// diff += l_lightcolourscale.z * spec * specs.rgb;
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// #endif
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#if defined(SPOT)
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if (vtexprojcoord.w < 0.0) discard;
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vec2 spot = ((vtexprojcoord.st)/vtexprojcoord.w);
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colorscale *= 1.0-(dot(spot,spot));
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#endif
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#ifdef PCF
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colorscale *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
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#endif
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r.rgb *= colorscale * l_lightcolour;
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#ifdef CUBE
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r.rgb *= textureCube(s_projectionmap, vtexprojcoord.xyz).rgb;
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#endif
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gl_FragColor = fog4additive(r);
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#else
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//lightmap is greyscale in m.a. probably we should just scale the texture mix, but precision errors when editing make me paranoid.
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r *= e_lmscale*vec4(m.aaa,1.0);
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gl_FragColor = fog4(r);
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#endif
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}
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#endif
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