mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-22 20:11:44 +00:00
eccfe6b560
openal: doppler now applies to openal more consistently. vulkan: vk_loadglsl cvar enables vk_nv_glsl_shader, with support for existing glsl shaders (still no permutations for now). needs !!samps stuff. vulkan: r_renderscale now partly works. r_fxaa also works under specific circumstances. needs more work. still no bloom or projections stuff. menu_download: got a few tweaks to improve it, including zips. I still want to handle engine updates with this stuff, but that can wait for later. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5008 fc73d0e0-1445-4013-8a0c-d673dee63da5
231 lines
6.5 KiB
HLSL
231 lines
6.5 KiB
HLSL
!!samps diffuse normalmap specular upper lower shadowmap projectionmap
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!!permu BUMP
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!!permu FRAMEBLEND
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!!permu SKELETAL
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!!permu UPPERLOWER
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!!permu FOG
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!!cvarf r_glsl_offsetmapping_scale
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!!cvardf r_glsl_pcf=5
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//this is the main shader responsible for realtime dlights.
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//texture units:
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//s0=diffuse, s1=normal, s2=specular, s3=shadowmap
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//custom modifiers:
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//PCF(shadowmap)
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//CUBEPROJ(projected cubemap)
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//SPOT(projected circle
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//CUBESHADOW
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#undef CUBE //engine cannot load cubemaps properly with d3d yet.
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#ifndef r_glsl_pcf
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#error r_glsl_pcf wasn't defined
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#endif
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#if r_glsl_pcf < 1
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#undef r_glsl_pcf
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#define r_glsl_pcf 9
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#endif
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#ifdef UPPERLOWER
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#define UPPER
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#define LOWER
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#endif
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struct a2v
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{
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float4 pos: POSITION;
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float2 tc: TEXCOORD0;
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float3 n: NORMAL;
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float3 s: TANGENT;
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float3 t: BINORMAL;
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};
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struct v2f
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{
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float4 pos: SV_POSITION;
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float2 tc: TEXCOORD0;
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float3 lightvector: TEXCOORD1;
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float3 eyevector: TEXCOORD2;
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float3 vtexprojcoord: TEXCOORD3;
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};
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#include <ftedefs.h>
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#ifdef VERTEX_SHADER
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v2f main (a2v inp)
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{
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v2f outp;
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float4 wpos;
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wpos = mul(m_model, inp.pos);
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outp.pos = mul(m_view, wpos);
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outp.pos = mul(m_projection, outp.pos);
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outp.tc = inp.tc.xy;
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float3 lightminusvertex = l_lightposition - wpos.xyz;
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outp.lightvector.x = -dot(lightminusvertex, inp.s.xyz);
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outp.lightvector.y = dot(lightminusvertex, inp.t.xyz);
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outp.lightvector.z = dot(lightminusvertex, inp.n.xyz);
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float3 eyeminusvertex = e_eyepos - wpos.xyz;
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outp.eyevector.x = -dot(eyeminusvertex, inp.s.xyz);
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outp.eyevector.y = dot(eyeminusvertex, inp.t.xyz);
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outp.eyevector.z = dot(eyeminusvertex, inp.n.xyz);
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outp.vtexprojcoord = mul(l_cubematrix, wpos).xyz;
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return outp;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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Texture2D t_shadowmap : register(t0);
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TextureCube t_projectionmap : register(t1);
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Texture2D t_diffuse : register(t2);
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Texture2D t_normalmap : register(t3);
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Texture2D t_specular : register(t4);
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Texture2D t_upper : register(t5);
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Texture2D t_lower : register(t6);
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SamplerComparisonState s_shadowmap : register(s0);
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SamplerState s_projectionmap : register(s1);
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SamplerState s_diffuse : register(s2);
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SamplerState s_normalmap : register(s3);
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SamplerState s_specular : register(s4);
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SamplerState s_upper : register(s5);
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SamplerState s_lower : register(s6);
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#ifdef PCF
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float3 ShadowmapCoord(float3 vtexprojcoord)
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{
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#ifdef SPOT
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//bias it. don't bother figuring out which side or anything, its not needed
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//l_projmatrix contains the light's projection matrix so no other magic needed
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vtexprojcoord.z -= 0.015;
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return (vtexprojcoord.xyz + float3(1.0, 1.0, 1.0)) * float3(0.5, 0.5, 0.5);
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//#elif defined(CUBESHADOW)
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// vec3 shadowcoord = vshadowcoord.xyz / vshadowcoord.w;
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// #define dosamp(x,y) shadowCube(s_t4, shadowcoord + vec2(x,y)*texscale.xy).r
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#else
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//figure out which axis to use
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//texture is arranged thusly:
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//forward left up
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//back right down
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float3 dir = abs(vtexprojcoord.xyz);
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//assume z is the major axis (ie: forward from the light)
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float3 t = vtexprojcoord.xyz;
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float ma = dir.z;
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float3 axis = float3(0.5/3.0, 0.5/2.0, 0.5);
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if (dir.x > ma)
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{
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ma = dir.x;
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t = vtexprojcoord.zyx;
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axis.x = 0.5;
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}
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if (dir.y > ma)
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{
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ma = dir.y;
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t = vtexprojcoord.xzy;
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axis.x = 2.5/3.0;
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}
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//if the axis is negative, flip it.
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if (t.z > 0.0)
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{
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axis.y = 1.5/2.0;
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t.z = -t.z;
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}
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//we also need to pass the result through the light's projection matrix too
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//the 'matrix' we need only contains 5 actual values. and one of them is a -1. So we might as well just use a vec4.
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//note: the projection matrix also includes scalers to pinch the image inwards to avoid sampling over borders, as well as to cope with non-square source image
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//the resulting z is prescaled to result in a value between -0.5 and 0.5.
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//also make sure we're in the right quadrant type thing
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return axis + ((l_shadowmapproj.xyz*t.xyz + float3(0.0, 0.0, l_shadowmapproj.w)) / -t.z);
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#endif
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}
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float ShadowmapFilter(float3 vtexprojcoord)
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{
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float3 shadowcoord = ShadowmapCoord(vtexprojcoord);
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// #define dosamp(x,y) shadow2D(s_t4, shadowcoord.xyz + (vec3(x,y,0.0)*l_shadowmapscale.xyx)).r
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// #define dosamp(x,y) (t_shadowmap.Sample(s_shadowmap, shadowcoord.xy + (float2(x,y)*l_shadowmapscale.xy)).r < shadowcoord.z)
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#define dosamp(x,y) (t_shadowmap.SampleCmpLevelZero(s_shadowmap, shadowcoord.xy+(float2(x,y)*l_shadowmapscale.xy), shadowcoord.z))
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float s = 0.0;
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#if r_glsl_pcf >= 1 && r_glsl_pcf < 5
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s += dosamp(0.0, 0.0);
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return s;
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#elif r_glsl_pcf >= 5 && r_glsl_pcf < 9
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s += dosamp(-1.0, 0.0);
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s += dosamp(0.0, -1.0);
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s += dosamp(0.0, 0.0);
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s += dosamp(0.0, 1.0);
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s += dosamp(1.0, 0.0);
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return s * (1.0/5.0);
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#else
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s += dosamp(-1.0, -1.0);
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s += dosamp(-1.0, 0.0);
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s += dosamp(-1.0, 1.0);
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s += dosamp(0.0, -1.0);
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s += dosamp(0.0, 0.0);
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s += dosamp(0.0, 1.0);
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s += dosamp(1.0, -1.0);
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s += dosamp(1.0, 0.0);
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s += dosamp(1.0, 1.0);
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return s * (1.0/9.0);
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#endif
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}
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#endif
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float4 main (v2f inp) : SV_TARGET
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{
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float2 tc = inp.tc; //TODO: offsetmapping.
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float4 base = t_diffuse.Sample(s_diffuse, tc);
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#ifdef BUMP
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float4 bump = t_normalmap.Sample(s_normalmap, tc);
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bump.rgb = normalize(bump.rgb - 0.5);
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#else
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float4 bump = float4(0, 0, 1, 0);
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#endif
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float4 spec = t_specular.Sample(s_specular, tc);
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#ifdef CUBE
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float4 cubemap = t_projectionmap.Sample(s_projectionmap, inp.vtexprojcoord);
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#endif
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#ifdef LOWER
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float4 lower = t_lower.Sample(s_lower, tc);
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base += lower;
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#endif
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#ifdef UPPER
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float4 upper = t_upper.Sample(s_upper, tc);
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base += upper;
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#endif
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float lightscale = max(1.0 - (dot(inp.lightvector,inp.lightvector)/(l_lightradius*l_lightradius)), 0.0);
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float3 nl = normalize(inp.lightvector);
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float bumpscale = max(dot(bump.xyz, nl), 0.0);
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float3 halfdir = normalize(normalize(inp.eyevector) + nl);
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float specscale = pow(max(dot(halfdir, bump.rgb), 0.0), 32.0 * spec.a);
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float4 result;
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result.a = base.a;
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result.rgb = base.rgb * (l_lightcolourscale.x + l_lightcolourscale.y * bumpscale); //amient light + diffuse
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result.rgb += spec.rgb * l_lightcolourscale.z * specscale; //specular
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result.rgb *= lightscale * l_colour; //fade light by distance and light colour.
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#ifdef CUBE
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result.rgb *= cubemap.rgb; //fade by cubemap
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#endif
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#ifdef PCF
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result.rgb *= ShadowmapFilter(inp.vtexprojcoord);
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#endif
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//TODO: fog
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return result;
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}
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#endif
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