mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-23 12:23:02 +00:00
83cd2f1ae9
Make Team Arena prevTeamMember command loop around player list Prevent Q_IsColorString from asserting on negative ascii chars Add .gitignore for misc/msvc12 OpenGL2: r_cubemapping 2 for box cubemap parallax. Add r_parallaxMapShadows. Fix PRINT_ERROR print level missing from CL_RefPrintf OpenGL2: Fix compiling lightall GLSL on OpenGL 2.1 Add current (custom) resolution to Q3 UI video mode list Override video mode list in Team Arena UI OpenGL2: Disable r_cubeMapping if not OpenGL 3.0+ Fix rendering IQM models between model frames Fix warnings that IQM blendWeights may not be initialized
517 lines
13 KiB
GLSL
517 lines
13 KiB
GLSL
uniform sampler2D u_DiffuseMap;
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#if defined(USE_LIGHTMAP)
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uniform sampler2D u_LightMap;
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#endif
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#if defined(USE_NORMALMAP)
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uniform sampler2D u_NormalMap;
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#endif
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#if defined(USE_DELUXEMAP)
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uniform sampler2D u_DeluxeMap;
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#endif
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#if defined(USE_SPECULARMAP)
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uniform sampler2D u_SpecularMap;
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#endif
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#if defined(USE_SHADOWMAP)
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uniform sampler2D u_ShadowMap;
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#endif
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#if defined(USE_CUBEMAP)
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uniform samplerCube u_CubeMap;
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#endif
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#if defined(USE_NORMALMAP) || defined(USE_DELUXEMAP) || defined(USE_SPECULARMAP) || defined(USE_CUBEMAP)
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// y = deluxe, w = cube
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uniform vec4 u_EnableTextures;
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#endif
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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uniform vec3 u_PrimaryLightColor;
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uniform vec3 u_PrimaryLightAmbient;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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uniform vec4 u_NormalScale;
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uniform vec4 u_SpecularScale;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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#if defined(USE_CUBEMAP)
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uniform vec4 u_CubeMapInfo;
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#endif
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#endif
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uniform int u_AlphaTest;
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varying vec4 var_TexCoords;
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varying vec4 var_Color;
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
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varying vec4 var_ColorAmbient;
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#endif
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
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varying vec4 var_Normal;
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varying vec4 var_Tangent;
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varying vec4 var_Bitangent;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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varying vec4 var_LightDir;
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#endif
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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varying vec4 var_PrimaryLightDir;
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#endif
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#define EPSILON 0.00000001
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#if defined(USE_PARALLAXMAP)
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float SampleDepth(sampler2D normalMap, vec2 t)
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{
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#if defined(SWIZZLE_NORMALMAP)
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return 1.0 - texture2D(normalMap, t).r;
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#else
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return 1.0 - texture2D(normalMap, t).a;
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#endif
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}
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float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
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{
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const int linearSearchSteps = 16;
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const int binarySearchSteps = 6;
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// current size of search window
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float size = 1.0 / float(linearSearchSteps);
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// current depth position
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float depth = 0.0;
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// best match found (starts with last position 1.0)
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float bestDepth = 1.0;
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// texture depth at best depth
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float texDepth = 0.0;
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float prevT = SampleDepth(normalMap, dp);
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float prevTexDepth = prevT;
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// search front to back for first point inside object
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for(int i = 0; i < linearSearchSteps - 1; ++i)
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{
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depth += size;
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float t = SampleDepth(normalMap, dp + ds * depth);
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if(bestDepth > 0.996) // if no depth found yet
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if(depth >= t)
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{
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bestDepth = depth; // store best depth
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texDepth = t;
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prevTexDepth = prevT;
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}
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prevT = t;
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}
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depth = bestDepth;
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#if !defined (USE_RELIEFMAP)
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float div = 1.0 / (1.0 + (prevTexDepth - texDepth) * float(linearSearchSteps));
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bestDepth -= (depth - size - prevTexDepth) * div;
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#else
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// recurse around first point (depth) for closest match
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for(int i = 0; i < binarySearchSteps; ++i)
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{
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size *= 0.5;
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float t = SampleDepth(normalMap, dp + ds * depth);
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if(depth >= t)
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{
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bestDepth = depth;
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depth -= 2.0 * size;
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}
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depth += size;
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}
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#endif
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return bestDepth;
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}
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float LightRay(vec2 dp, vec2 ds, sampler2D normalMap)
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{
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const int linearSearchSteps = 16;
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// current size of search window
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float size = 1.0 / float(linearSearchSteps);
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// current height from initial texel depth
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float height = 0.0;
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float startDepth = SampleDepth(normalMap, dp);
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// find a collision or escape
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for(int i = 0; i < linearSearchSteps - 1; ++i)
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{
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height += size;
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if (startDepth < height)
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return 1.0;
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float t = SampleDepth(normalMap, dp + ds * height);
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if (startDepth > t + height)
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return 0.0;
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}
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return 1.0;
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}
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#endif
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vec3 CalcDiffuse(vec3 diffuseAlbedo, float NH, float EH, float roughness)
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{
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#if defined(USE_BURLEY)
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// modified from https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf
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float fd90 = -0.5 + EH * EH * roughness;
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float burley = 1.0 + fd90 * 0.04 / NH;
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burley *= burley;
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return diffuseAlbedo * burley;
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#else
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return diffuseAlbedo;
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#endif
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}
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vec3 EnvironmentBRDF(float roughness, float NE, vec3 specular)
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{
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// from http://community.arm.com/servlet/JiveServlet/download/96891546-19496/siggraph2015-mmg-renaldas-slides.pdf
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float v = 1.0 - max(roughness, NE);
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v *= v * v;
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return vec3(v) + specular;
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}
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vec3 CalcSpecular(vec3 specular, float NH, float EH, float roughness)
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{
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// from http://community.arm.com/servlet/JiveServlet/download/96891546-19496/siggraph2015-mmg-renaldas-slides.pdf
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float rr = roughness*roughness;
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float rrrr = rr*rr;
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float d = (NH * NH) * (rrrr - 1.0) + 1.0;
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float v = (EH * EH) * (roughness + 0.5);
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return specular * (rrrr / (4.0 * d * d * v));
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}
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float CalcLightAttenuation(float point, float normDist)
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{
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// zero light at 1.0, approximating q3 style
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// also don't attenuate directional light
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float attenuation = (0.5 * normDist - 1.5) * point + 1.0;
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// clamp attenuation
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#if defined(NO_LIGHT_CLAMP)
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attenuation = max(attenuation, 0.0);
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#else
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attenuation = clamp(attenuation, 0.0, 1.0);
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#endif
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return attenuation;
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}
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#if defined(USE_BOX_CUBEMAP_PARALLAX)
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vec4 hitCube(vec3 ray, vec3 pos, vec3 invSize, float lod, samplerCube tex)
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{
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// find any hits on cubemap faces facing the camera
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vec3 scale = (sign(ray) - pos) / ray;
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// find the nearest hit
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float minScale = min(min(scale.x, scale.y), scale.z);
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// if the nearest hit is behind the camera, ignore
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// should not be necessary as long as pos is inside the cube
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//if (minScale < 0.0)
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//return vec4(0.0);
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// calculate the hit position, that's our texture coordinates
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vec3 tc = pos + ray * minScale;
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// if the texture coordinates are outside the cube, ignore
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// necessary since we're not fading out outside the cube
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if (any(greaterThan(abs(tc), vec3(1.00001))))
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return vec4(0.0);
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// fade out when approaching the cubemap edges
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//vec3 fade3 = abs(pos);
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//float fade = max(max(fade3.x, fade3.y), fade3.z);
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//fade = clamp(1.0 - fade, 0.0, 1.0);
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//return vec4(textureCubeLod(tex, tc, lod).rgb * fade, fade);
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return vec4(textureCubeLod(tex, tc, lod).rgb, 1.0);
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}
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#endif
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void main()
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{
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vec3 viewDir, lightColor, ambientColor, reflectance;
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vec3 L, N, E, H;
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float NL, NH, NE, EH, attenuation;
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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mat3 tangentToWorld = mat3(var_Tangent.xyz, var_Bitangent.xyz, var_Normal.xyz);
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viewDir = vec3(var_Normal.w, var_Tangent.w, var_Bitangent.w);
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E = normalize(viewDir);
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#endif
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lightColor = var_Color.rgb;
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#if defined(USE_LIGHTMAP)
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vec4 lightmapColor = texture2D(u_LightMap, var_TexCoords.zw);
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#if defined(RGBM_LIGHTMAP)
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lightmapColor.rgb *= lightmapColor.a;
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#endif
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#if defined(USE_PBR) && !defined(USE_FAST_LIGHT)
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lightmapColor.rgb *= lightmapColor.rgb;
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#endif
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lightColor *= lightmapColor.rgb;
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#endif
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vec2 texCoords = var_TexCoords.xy;
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#if defined(USE_PARALLAXMAP)
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vec3 offsetDir = E * tangentToWorld;
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offsetDir.xy *= -u_NormalScale.a / offsetDir.z;
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texCoords += offsetDir.xy * RayIntersectDisplaceMap(texCoords, offsetDir.xy, u_NormalMap);
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#endif
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vec4 diffuse = texture2D(u_DiffuseMap, texCoords);
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float alpha = diffuse.a * var_Color.a;
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if (u_AlphaTest == 1)
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{
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if (alpha == 0.0)
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discard;
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}
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else if (u_AlphaTest == 2)
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{
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if (alpha >= 0.5)
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discard;
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}
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else if (u_AlphaTest == 3)
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{
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if (alpha < 0.5)
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discard;
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}
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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L = var_LightDir.xyz;
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#if defined(USE_DELUXEMAP)
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L += (texture2D(u_DeluxeMap, var_TexCoords.zw).xyz - vec3(0.5)) * u_EnableTextures.y;
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#endif
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float sqrLightDist = dot(L, L);
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L /= sqrt(sqrLightDist);
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#if defined(USE_LIGHT_VECTOR)
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attenuation = CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist);
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#else
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attenuation = 1.0;
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#endif
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#if defined(USE_NORMALMAP)
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#if defined(SWIZZLE_NORMALMAP)
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N.xy = texture2D(u_NormalMap, texCoords).ag - vec2(0.5);
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#else
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N.xy = texture2D(u_NormalMap, texCoords).rg - vec2(0.5);
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#endif
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N.xy *= u_NormalScale.xy;
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N.z = sqrt(clamp((0.25 - N.x * N.x) - N.y * N.y, 0.0, 1.0));
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N = tangentToWorld * N;
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#else
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N = var_Normal.xyz;
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#endif
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N = normalize(N);
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#if defined(USE_SHADOWMAP)
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vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;
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float shadowValue = texture2D(u_ShadowMap, shadowTex).r;
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// surfaces not facing the light are always shadowed
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shadowValue *= clamp(dot(N, var_PrimaryLightDir.xyz), 0.0, 1.0);
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#if defined(SHADOWMAP_MODULATE)
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lightColor *= shadowValue * (1.0 - u_PrimaryLightAmbient.r) + u_PrimaryLightAmbient.r;
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#endif
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#endif
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#if defined(USE_PARALLAXMAP) && defined(USE_PARALLAXMAP_SHADOWS)
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offsetDir = L * tangentToWorld;
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offsetDir.xy *= u_NormalScale.a / offsetDir.z;
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lightColor *= LightRay(texCoords, offsetDir.xy, u_NormalMap);
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#endif
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#if !defined(USE_LIGHT_VECTOR)
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ambientColor = lightColor;
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float surfNL = clamp(dot(var_Normal.xyz, L), 0.0, 1.0);
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// reserve 25% ambient to avoid black areas on normalmaps
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lightColor *= 0.75;
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// Scale the incoming light to compensate for the baked-in light angle
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// attenuation.
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lightColor /= max(surfNL, 0.25);
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// Recover any unused light as ambient, in case attenuation is over 4x or
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// light is below the surface
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ambientColor = max(ambientColor - lightColor * surfNL, vec3(0.0));
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#else
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ambientColor = var_ColorAmbient.rgb;
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#endif
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NL = clamp(dot(N, L), 0.0, 1.0);
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NE = clamp(dot(N, E), 0.0, 1.0);
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H = normalize(L + E);
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EH = clamp(dot(E, H), 0.0, 1.0);
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NH = clamp(dot(N, H), 0.0, 1.0);
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#if defined(USE_SPECULARMAP)
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vec4 specular = texture2D(u_SpecularMap, texCoords);
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#else
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vec4 specular = vec4(1.0);
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#endif
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specular *= u_SpecularScale;
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#if defined(USE_PBR)
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diffuse.rgb *= diffuse.rgb;
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#endif
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#if defined(USE_PBR)
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// diffuse rgb is base color
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// specular red is gloss
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// specular green is metallicness
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float gloss = specular.r;
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float metal = specular.g;
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specular.rgb = metal * diffuse.rgb + vec3(0.04 - 0.04 * metal);
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diffuse.rgb *= 1.0 - metal;
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#else
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// diffuse rgb is diffuse
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// specular rgb is specular reflectance at normal incidence
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// specular alpha is gloss
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float gloss = specular.a;
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// adjust diffuse by specular reflectance, to maintain energy conservation
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diffuse.rgb *= vec3(1.0) - specular.rgb;
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#endif
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#if defined(GLOSS_IS_GLOSS)
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float roughness = exp2(-3.0 * gloss);
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#elif defined(GLOSS_IS_SMOOTHNESS)
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float roughness = 1.0 - gloss;
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#elif defined(GLOSS_IS_ROUGHNESS)
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float roughness = gloss;
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#elif defined(GLOSS_IS_SHININESS)
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float roughness = pow(2.0 / (8190.0 * gloss + 2.0), 0.25);
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#endif
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reflectance = CalcDiffuse(diffuse.rgb, NH, EH, roughness);
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#if defined(r_deluxeSpecular)
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#if defined(USE_LIGHT_VECTOR)
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reflectance += CalcSpecular(specular.rgb, NH, EH, roughness) * r_deluxeSpecular;
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#else
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reflectance += CalcSpecular(specular.rgb, NH, EH, pow(roughness, r_deluxeSpecular));
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#endif
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#endif
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gl_FragColor.rgb = lightColor * reflectance * (attenuation * NL);
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gl_FragColor.rgb += ambientColor * diffuse.rgb;
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#if defined(USE_CUBEMAP)
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reflectance = EnvironmentBRDF(roughness, NE, specular.rgb);
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vec3 R = reflect(E, N);
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// parallax corrected cubemap (cheaper trick)
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// from http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
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vec3 parallax = u_CubeMapInfo.xyz + u_CubeMapInfo.w * viewDir;
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#if defined(USE_BOX_CUBEMAP_PARALLAX)
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vec3 cubeLightColor = hitCube(R * u_CubeMapInfo.w, parallax, u_CubeMapInfo.www, ROUGHNESS_MIPS * roughness, u_CubeMap).rgb * u_EnableTextures.w;
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#else
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vec3 cubeLightColor = textureCubeLod(u_CubeMap, R + parallax, ROUGHNESS_MIPS * roughness).rgb * u_EnableTextures.w;
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#endif
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// normalize cubemap based on last roughness mip (~diffuse)
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// multiplying cubemap values by lighting below depends on either this or the cubemap being normalized at generation
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//vec3 cubeLightDiffuse = max(textureCubeLod(u_CubeMap, N, ROUGHNESS_MIPS).rgb, 0.5 / 255.0);
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//cubeLightColor /= dot(cubeLightDiffuse, vec3(0.2125, 0.7154, 0.0721));
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#if defined(USE_PBR)
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cubeLightColor *= cubeLightColor;
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#endif
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// multiply cubemap values by lighting
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// not technically correct, but helps make reflections look less unnatural
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//cubeLightColor *= lightColor * (attenuation * NL) + ambientColor;
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gl_FragColor.rgb += cubeLightColor * reflectance;
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#endif
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#if defined(USE_PRIMARY_LIGHT) || defined(SHADOWMAP_MODULATE)
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vec3 L2, H2;
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float NL2, EH2, NH2;
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L2 = var_PrimaryLightDir.xyz;
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// enable when point lights are supported as primary lights
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//sqrLightDist = dot(L2, L2);
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//L2 /= sqrt(sqrLightDist);
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NL2 = clamp(dot(N, L2), 0.0, 1.0);
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H2 = normalize(L2 + E);
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EH2 = clamp(dot(E, H2), 0.0, 1.0);
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NH2 = clamp(dot(N, H2), 0.0, 1.0);
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reflectance = CalcSpecular(specular.rgb, NH2, EH2, roughness);
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// bit of a hack, with modulated shadowmaps, ignore diffuse
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#if !defined(SHADOWMAP_MODULATE)
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reflectance += CalcDiffuse(diffuse.rgb, NH2, EH2, roughness);
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#endif
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lightColor = u_PrimaryLightColor;
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#if defined(USE_SHADOWMAP)
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lightColor *= shadowValue;
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#endif
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// enable when point lights are supported as primary lights
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//lightColor *= CalcLightAttenuation(float(u_PrimaryLightDir.w > 0.0), u_PrimaryLightDir.w / sqrLightDist);
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#if defined(USE_PARALLAXMAP) && defined(USE_PARALLAXMAP_SHADOWS)
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offsetDir = L2 * tangentToWorld;
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offsetDir.xy *= u_NormalScale.a / offsetDir.z;
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lightColor *= LightRay(texCoords, offsetDir.xy, u_NormalMap);
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#endif
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gl_FragColor.rgb += lightColor * reflectance * NL2;
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#endif
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#if defined(USE_PBR)
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gl_FragColor.rgb = sqrt(gl_FragColor.rgb);
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#endif
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#else
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gl_FragColor.rgb = diffuse.rgb * lightColor;
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#endif
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gl_FragColor.a = alpha;
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}
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