q3rally/engine/code/renderergl2/glsl/lightall_fp.glsl
zturtleman 96a9e2a9aa ioquake3 resync to revision 3511 from 3444.
This updates from SDL 2.0.4 to SDL 2.0.8.

Fix nullptr dereference in front of nullptr check in FS_CheckPak0
Fix undefined behaviour due to shifting signed in snd_mem.c
Fix shifting bits out of byte in tr_font.c
Fix shift into sign in cl_cin.c
Fix signed bit operations in MSG_ReadBits
Add missing address operator in cm_polylib.c
OpenGL1: Decay float[8] to float * in tr_marks.c
Avoid srcList[-1] in snd_openal.c
Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars
Maximize cURL buffer size
Fix mouse grab after toggling fullscreen
Fix q3history buffer not cleared between mods and OOB-access
Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything."
Fix displayed color/depth/stencil bits values
Restore setting r_colorbits in q3_ui
Make setting r_stencilbits more consistent in Team Arena UI
Fix map list in Team Arena start server menu after entering SP menu
Support SDL audio devices that require float32 samples.
sdl_snd.c should just initialize SDL audio without checking SDL_WasInit().
There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio().
Added audio capture support to SDL backend.
Use the SDL2 audio device interface instead of the legacy 1.2 API.
Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8.
Update SDL2 to 2.0.8
Add SDL 2.0.1 headers for macOS PPC
Make macOS Universal Bundle target 10.6 for x86 and x86_64
Fix possible bot goal state NULL pointer dereference
Fix uninitialized bot_goal_t fields
Remove unnecessary NULL pointer check in Cmd_RemoveCommand
Make UI_DrawProportionalString handle NULL string
Fix compiling against macOS system OpenAL and SDL2 frameworks
Fix array index in CanDamage() function - discovered by MARTY
Fix compiling Makefile (broke in macOS frameworks commit)
Fix clearing keys for control in Team Arena UI
Make s_useOpenAL be CVAR_LATCH
Improvements for dedicated camera followers (team follow1/2)
Fix not closing description.txt and fix path seperator
Fix duplicate bots displayed in Team Arena ingame add bot menu
OpenGL2: Fix parsing specularScale in shaders
Don't allow SDL audio capture using pulseaudio
Isolate the Altivec code so non-Altivec PPC targets can use the same binary.
Limit -maltivec to specific source files on OpenBSD too (untested)
Use SDL 2.0.1 headers for macOS ppc64
Fix console offset while Team Arena voiceMenu is open
OpenGL2: Readd r_deluxeSpecular.
Fix client kicked as unpure when missing the latest cgame/ui pk3s
Don't create multiple windows when GL context creation fails
Require OpenGL 1.2 for GL_CLAMP_TO_EDGE
Fix Linux uninstaller requiring Bash
Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh
Reported by @illwieckz.
Fix in_restart causing fatal error while video is shutdown
Allow pkg-config binary to be overridden with PKG_CONFIG
Make testgun command without argument disable test gun model
Remove unused renderer_buffer variable
Don't upload 8 bit grayscale images as 16 bit luminance
OpenGL1: Use RE_UploadCinematic() instead of duplicate code
Don't load non-core GL functions for OpenGL 3.2 core context
Load OpenGL ES 2.0 function procs
Don't check fixed function GL extensions when using shader pipeline
OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short
OpenGL2: Misc fixes and cleanup
Fix IQM root joint backlerp when joint number is more than 0
Improve IQM loading
Improve IQM CPU vertex skinning performance
OpenGL2: Add GPU vertex skinning for IQM models
2018-07-30 11:35:12 +00:00

440 lines
11 KiB
GLSL

uniform sampler2D u_DiffuseMap;
#if defined(USE_LIGHTMAP)
uniform sampler2D u_LightMap;
#endif
#if defined(USE_NORMALMAP)
uniform sampler2D u_NormalMap;
#endif
#if defined(USE_DELUXEMAP)
uniform sampler2D u_DeluxeMap;
#endif
#if defined(USE_SPECULARMAP)
uniform sampler2D u_SpecularMap;
#endif
#if defined(USE_SHADOWMAP)
uniform sampler2D u_ShadowMap;
#endif
#if defined(USE_CUBEMAP)
uniform samplerCube u_CubeMap;
#endif
#if defined(USE_NORMALMAP) || defined(USE_DELUXEMAP) || defined(USE_SPECULARMAP) || defined(USE_CUBEMAP)
// y = deluxe, w = cube
uniform vec4 u_EnableTextures;
#endif
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
uniform vec3 u_PrimaryLightColor;
uniform vec3 u_PrimaryLightAmbient;
#endif
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
uniform vec4 u_NormalScale;
uniform vec4 u_SpecularScale;
#endif
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
#if defined(USE_CUBEMAP)
uniform vec4 u_CubeMapInfo;
#endif
#endif
uniform int u_AlphaTest;
varying vec4 var_TexCoords;
varying vec4 var_Color;
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
varying vec4 var_ColorAmbient;
#endif
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
varying vec4 var_Normal;
varying vec4 var_Tangent;
varying vec4 var_Bitangent;
#endif
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
varying vec4 var_LightDir;
#endif
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
varying vec4 var_PrimaryLightDir;
#endif
#define EPSILON 0.00000001
#if defined(USE_PARALLAXMAP)
float SampleDepth(sampler2D normalMap, vec2 t)
{
#if defined(SWIZZLE_NORMALMAP)
return 1.0 - texture2D(normalMap, t).r;
#else
return 1.0 - texture2D(normalMap, t).a;
#endif
}
float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
{
const int linearSearchSteps = 16;
const int binarySearchSteps = 6;
// current size of search window
float size = 1.0 / float(linearSearchSteps);
// current depth position
float depth = 0.0;
// best match found (starts with last position 1.0)
float bestDepth = 1.0;
// texture depth at best depth
float texDepth = 0.0;
float prevT = SampleDepth(normalMap, dp);
float prevTexDepth = prevT;
// search front to back for first point inside object
for(int i = 0; i < linearSearchSteps - 1; ++i)
{
depth += size;
float t = SampleDepth(normalMap, dp + ds * depth);
if(bestDepth > 0.996) // if no depth found yet
if(depth >= t)
{
bestDepth = depth; // store best depth
texDepth = t;
prevTexDepth = prevT;
}
prevT = t;
}
depth = bestDepth;
#if !defined (USE_RELIEFMAP)
float div = 1.0 / (1.0 + (prevTexDepth - texDepth) * float(linearSearchSteps));
bestDepth -= (depth - size - prevTexDepth) * div;
#else
// recurse around first point (depth) for closest match
for(int i = 0; i < binarySearchSteps; ++i)
{
size *= 0.5;
float t = SampleDepth(normalMap, dp + ds * depth);
if(depth >= t)
{
bestDepth = depth;
depth -= 2.0 * size;
}
depth += size;
}
#endif
return bestDepth;
}
#endif
vec3 CalcDiffuse(vec3 diffuseAlbedo, float NH, float EH, float roughness)
{
#if defined(USE_BURLEY)
// modified from https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf
float fd90 = -0.5 + EH * EH * roughness;
float burley = 1.0 + fd90 * 0.04 / NH;
burley *= burley;
return diffuseAlbedo * burley;
#else
return diffuseAlbedo;
#endif
}
vec3 EnvironmentBRDF(float roughness, float NE, vec3 specular)
{
// from http://community.arm.com/servlet/JiveServlet/download/96891546-19496/siggraph2015-mmg-renaldas-slides.pdf
float v = 1.0 - max(roughness, NE);
v *= v * v;
return vec3(v) + specular;
}
vec3 CalcSpecular(vec3 specular, float NH, float EH, float roughness)
{
// from http://community.arm.com/servlet/JiveServlet/download/96891546-19496/siggraph2015-mmg-renaldas-slides.pdf
float rr = roughness*roughness;
float rrrr = rr*rr;
float d = (NH * NH) * (rrrr - 1.0) + 1.0;
float v = (EH * EH) * (roughness + 0.5);
return specular * (rrrr / (4.0 * d * d * v));
}
float CalcLightAttenuation(float point, float normDist)
{
// zero light at 1.0, approximating q3 style
// also don't attenuate directional light
float attenuation = (0.5 * normDist - 1.5) * point + 1.0;
// clamp attenuation
#if defined(NO_LIGHT_CLAMP)
attenuation = max(attenuation, 0.0);
#else
attenuation = clamp(attenuation, 0.0, 1.0);
#endif
return attenuation;
}
void main()
{
vec3 viewDir, lightColor, ambientColor, reflectance;
vec3 L, N, E, H;
float NL, NH, NE, EH, attenuation;
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
mat3 tangentToWorld = mat3(var_Tangent.xyz, var_Bitangent.xyz, var_Normal.xyz);
viewDir = vec3(var_Normal.w, var_Tangent.w, var_Bitangent.w);
E = normalize(viewDir);
#endif
lightColor = var_Color.rgb;
#if defined(USE_LIGHTMAP)
vec4 lightmapColor = texture2D(u_LightMap, var_TexCoords.zw);
#if defined(RGBM_LIGHTMAP)
lightmapColor.rgb *= lightmapColor.a;
#endif
#if defined(USE_PBR) && !defined(USE_FAST_LIGHT)
lightmapColor.rgb *= lightmapColor.rgb;
#endif
lightColor *= lightmapColor.rgb;
#endif
vec2 texCoords = var_TexCoords.xy;
#if defined(USE_PARALLAXMAP)
vec3 offsetDir = viewDir * tangentToWorld;
offsetDir.xy *= -u_NormalScale.a / offsetDir.z;
texCoords += offsetDir.xy * RayIntersectDisplaceMap(texCoords, offsetDir.xy, u_NormalMap);
#endif
vec4 diffuse = texture2D(u_DiffuseMap, texCoords);
float alpha = diffuse.a * var_Color.a;
if (u_AlphaTest == 1)
{
if (alpha == 0.0)
discard;
}
else if (u_AlphaTest == 2)
{
if (alpha >= 0.5)
discard;
}
else if (u_AlphaTest == 3)
{
if (alpha < 0.5)
discard;
}
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
L = var_LightDir.xyz;
#if defined(USE_DELUXEMAP)
L += (texture2D(u_DeluxeMap, var_TexCoords.zw).xyz - vec3(0.5)) * u_EnableTextures.y;
#endif
float sqrLightDist = dot(L, L);
L /= sqrt(sqrLightDist);
#if defined(USE_LIGHT_VECTOR)
attenuation = CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist);
#else
attenuation = 1.0;
#endif
#if defined(USE_NORMALMAP)
#if defined(SWIZZLE_NORMALMAP)
N.xy = texture2D(u_NormalMap, texCoords).ag - vec2(0.5);
#else
N.xy = texture2D(u_NormalMap, texCoords).rg - vec2(0.5);
#endif
N.xy *= u_NormalScale.xy;
N.z = sqrt(clamp((0.25 - N.x * N.x) - N.y * N.y, 0.0, 1.0));
N = tangentToWorld * N;
#else
N = var_Normal.xyz;
#endif
N = normalize(N);
#if defined(USE_SHADOWMAP)
vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;
float shadowValue = texture2D(u_ShadowMap, shadowTex).r;
// surfaces not facing the light are always shadowed
shadowValue *= clamp(dot(N, var_PrimaryLightDir.xyz), 0.0, 1.0);
#if defined(SHADOWMAP_MODULATE)
lightColor *= shadowValue * (1.0 - u_PrimaryLightAmbient.r) + u_PrimaryLightAmbient.r;
#endif
#endif
#if !defined(USE_LIGHT_VECTOR)
ambientColor = lightColor;
float surfNL = clamp(dot(var_Normal.xyz, L), 0.0, 1.0);
// reserve 25% ambient to avoid black areas on normalmaps
lightColor *= 0.75;
// Scale the incoming light to compensate for the baked-in light angle
// attenuation.
lightColor /= max(surfNL, 0.25);
// Recover any unused light as ambient, in case attenuation is over 4x or
// light is below the surface
ambientColor = max(ambientColor - lightColor * surfNL, vec3(0.0));
#else
ambientColor = var_ColorAmbient.rgb;
#endif
NL = clamp(dot(N, L), 0.0, 1.0);
NE = clamp(dot(N, E), 0.0, 1.0);
H = normalize(L + E);
EH = clamp(dot(E, H), 0.0, 1.0);
NH = clamp(dot(N, H), 0.0, 1.0);
#if defined(USE_SPECULARMAP)
vec4 specular = texture2D(u_SpecularMap, texCoords);
#else
vec4 specular = vec4(1.0);
#endif
specular *= u_SpecularScale;
#if defined(USE_PBR)
diffuse.rgb *= diffuse.rgb;
#endif
#if defined(USE_PBR)
// diffuse rgb is base color
// specular red is gloss
// specular green is metallicness
float gloss = specular.r;
float metal = specular.g;
specular.rgb = metal * diffuse.rgb + vec3(0.04 - 0.04 * metal);
diffuse.rgb *= 1.0 - metal;
#else
// diffuse rgb is diffuse
// specular rgb is specular reflectance at normal incidence
// specular alpha is gloss
float gloss = specular.a;
// adjust diffuse by specular reflectance, to maintain energy conservation
diffuse.rgb *= vec3(1.0) - specular.rgb;
#endif
#if defined(GLOSS_IS_GLOSS)
float roughness = exp2(-3.0 * gloss);
#elif defined(GLOSS_IS_SMOOTHNESS)
float roughness = 1.0 - gloss;
#elif defined(GLOSS_IS_ROUGHNESS)
float roughness = gloss;
#elif defined(GLOSS_IS_SHININESS)
float roughness = pow(2.0 / (8190.0 * gloss + 2.0), 0.25);
#endif
reflectance = CalcDiffuse(diffuse.rgb, NH, EH, roughness);
#if defined(r_deluxeSpecular)
#if defined(USE_LIGHT_VECTOR)
reflectance += CalcSpecular(specular.rgb, NH, EH, roughness) * r_deluxeSpecular;
#else
reflectance += CalcSpecular(specular.rgb, NH, EH, pow(roughness, r_deluxeSpecular));
#endif
#endif
gl_FragColor.rgb = lightColor * reflectance * (attenuation * NL);
gl_FragColor.rgb += ambientColor * diffuse.rgb;
#if defined(USE_CUBEMAP)
reflectance = EnvironmentBRDF(roughness, NE, specular.rgb);
vec3 R = reflect(E, N);
// parallax corrected cubemap (cheaper trick)
// from http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
vec3 parallax = u_CubeMapInfo.xyz + u_CubeMapInfo.w * viewDir;
vec3 cubeLightColor = textureCubeLod(u_CubeMap, R + parallax, ROUGHNESS_MIPS * roughness).rgb * u_EnableTextures.w;
// normalize cubemap based on last roughness mip (~diffuse)
// multiplying cubemap values by lighting below depends on either this or the cubemap being normalized at generation
//vec3 cubeLightDiffuse = max(textureCubeLod(u_CubeMap, N, ROUGHNESS_MIPS).rgb, 0.5 / 255.0);
//cubeLightColor /= dot(cubeLightDiffuse, vec3(0.2125, 0.7154, 0.0721));
#if defined(USE_PBR)
cubeLightColor *= cubeLightColor;
#endif
// multiply cubemap values by lighting
// not technically correct, but helps make reflections look less unnatural
//cubeLightColor *= lightColor * (attenuation * NL) + ambientColor;
gl_FragColor.rgb += cubeLightColor * reflectance;
#endif
#if defined(USE_PRIMARY_LIGHT) || defined(SHADOWMAP_MODULATE)
vec3 L2, H2;
float NL2, EH2, NH2;
L2 = var_PrimaryLightDir.xyz;
// enable when point lights are supported as primary lights
//sqrLightDist = dot(L2, L2);
//L2 /= sqrt(sqrLightDist);
NL2 = clamp(dot(N, L2), 0.0, 1.0);
H2 = normalize(L2 + E);
EH2 = clamp(dot(E, H2), 0.0, 1.0);
NH2 = clamp(dot(N, H2), 0.0, 1.0);
reflectance = CalcSpecular(specular.rgb, NH2, EH2, roughness);
// bit of a hack, with modulated shadowmaps, ignore diffuse
#if !defined(SHADOWMAP_MODULATE)
reflectance += CalcDiffuse(diffuse.rgb, NH2, EH2, roughness);
#endif
lightColor = u_PrimaryLightColor;
#if defined(USE_SHADOWMAP)
lightColor *= shadowValue;
#endif
// enable when point lights are supported as primary lights
//lightColor *= CalcLightAttenuation(float(u_PrimaryLightDir.w > 0.0), u_PrimaryLightDir.w / sqrLightDist);
gl_FragColor.rgb += lightColor * reflectance * NL2;
#endif
#if defined(USE_PBR)
gl_FragColor.rgb = sqrt(gl_FragColor.rgb);
#endif
#else
gl_FragColor.rgb = diffuse.rgb * lightColor;
#endif
gl_FragColor.a = alpha;
}