Optimized lightall shader for older hardware.

Fixed case in GLSL_PrintInfoLog when log is 0 length.
This commit is contained in:
James Canete 2012-04-06 00:41:13 +00:00
parent bc62db3a7a
commit 015c28072a
1 changed files with 190 additions and 170 deletions

View File

@ -235,43 +235,53 @@ static const char *fallbackLightallShader_vp =
" u_ModelViewProjectionMatrix;\r\nuniform vec4 u_BaseColor;\r\nuniform vec"
"4 u_VertColor;\r\n\r\n#if defined(USE_MODELMATRIX)\r\nuniform mat4 u_Mo"
"delMatrix;\r\n#endif\r\n\r\n#if defined(USE_VERTEX_ANIMATION)\r\nuniform fl"
"oat u_VertexLerp;\r\n#endif\r\n\r\nvarying vec2 var_DiffuseTex;\r\n\r\n#"
"if defined(USE_LIGHTMAP)\r\nvarying vec2 var_LightTex;\r\n#endif\r\n\r\nv"
"arying vec4 var_Color;\r\n\r\nvarying vec3 var_Position;\r\nvarying vec"
"3 var_Normal;\r\n\r\n#if defined(USE_NORMALMAP)\r\nvarying vec3 var_Tan"
"gent;\r\nvarying vec3 var_Bitangent;\r\n#endif\r\n\r\nvarying vec3 var_"
"LightDirection;\r\n\r\nvec2 DoTexMatrix(vec2 st, vec3 position, mat4 texMat"
"rix)\r\n{\r\n\tvec2 st2 = (texMatrix * vec4(st, 1, 0)).st;\r\n\r\n\tvec3 of"
"fsetPos = position.xyz / 1024.0;\r\n\toffsetPos.x += offsetPos.z;\r\n\r\n\t"
"vec2 texOffset = sin((offsetPos.xy + vec2(texMatrix[3][1])) * 2.0 * M_PI);"
"\r\n\t\r\n\treturn st2 + texOffset * texMatrix[3][0];\r\n}\r\n\r\nvoid main"
"()\r\n{\r\n#if defined(USE_VERTEX_ANIMATION)\r\n\tvec4 position = mix(attr"
"_Position, attr_Position2, u_VertexLerp);\r\n\tvec3 normal = normalize(m"
"ix(attr_Normal, attr_Normal2, u_VertexLerp));\r\n #if defined(USE_NO"
"RMALMAP)\r\n\tvec3 tangent = normalize(mix(attr_Tangent, attr_Tangent2,"
" u_VertexLerp));\r\n\tvec3 bitangent = normalize(mix(attr_Bitangent, attr"
"_Bitangent2, u_VertexLerp));\r\n #endif\r\n#else\r\n\tvec4 position = att"
"r_Position;\r\n\tvec3 normal = attr_Normal;\r\n #if defined(USE_NORMALM"
"AP)\r\n vec3 tangent = attr_Tangent;\r\n vec3 bitangent = a"
"ttr_Bitangent;\r\n #endif\r\n#endif\r\n\r\n\tgl_Position = u_ModelViewProj"
"ectionMatrix * position;\r\n\r\n#if defined(TCGEN_ENVIRONMENT)\r\n\tvec2 te"
"x;\r\n\tvec3 viewer = normalize(u_ViewOrigin - position.xyz);\r\n\tvec3 ref"
"lected = normal * 2.0 * dot(normal, viewer) - viewer;\r\n\t\r\n\ttex = refl"
"ected.yz * vec2(0.5, -0.5) + 0.5;\r\n#else\r\n\tvec2 tex = attr_TexCoord0.s"
"t;\r\n#endif\r\n\r\n\tvar_DiffuseTex = DoTexMatrix(tex, position.xyz, u_Dif"
"fuseTexMatrix);\r\n\r\n#if defined(USE_LIGHTMAP)\r\n\tvar_LightTex = attr_T"
"exCoord1.st;\r\n#endif\r\n\t\r\n\tvar_Color = u_VertColor * attr_Color + u_"
"BaseColor;\r\n\r\n#if defined(USE_MODELMATRIX)\r\n\tvar_Position = (u_Mode"
"lMatrix * position).xyz;\r\n\tvar_Normal = (u_ModelMatrix * vec4(normal,"
" 0.0)).xyz;\r\n\r\n #if defined(USE_NORMALMAP)\r\n\tvar_Tangent = (u_Mod"
"elMatrix * vec4(tangent, 0.0)).xyz;\r\n\tvar_Bitangent = (u_ModelMatrix * v"
"ec4(bitangent, 0.0)).xyz;\r\n #endif\r\n\r\n #if defined(USE_LIGHTMAP)\r"
"\n\tvar_LightDirection = (u_ModelMatrix * vec4(attr_LightDirection, 0.0)).x"
"yz;\r\n #else\r\n\tvar_LightDirection = attr_LightDirection;\r\n #endif\r"
"\n#else\r\n\tvar_Position = position.xyz;\r\n\tvar_Normal = normal;\r\n"
"\r\n #if defined(USE_NORMALMAP)\r\n\tvar_Tangent = tangent;\r\n\tvar_Bit"
"angent = bitangent;\r\n #endif\r\n\r\n \tvar_LightDirection = attr_LightD"
"irection;\r\n#endif\r\n}\r\n";
"oat u_VertexLerp;\r\n#endif\r\n\r\n#if defined(USE_LIGHT_VECTOR)\r\nunifor"
"m vec3 u_DirectedLight;\r\nuniform vec3 u_AmbientLight;\r\nuniform vec4"
" u_LightOrigin;\r\nuniform float u_LightRadius;\r\n#endif\r\n\r\nvarying"
" vec2 var_DiffuseTex;\r\n\r\n#if defined(USE_LIGHTMAP)\r\nvarying vec2 "
"var_LightTex;\r\n#endif\r\n\r\nvarying vec4 var_Color;\r\nvarying vec3 "
"var_Position;\r\nvarying vec3 var_Normal;\r\nvarying vec3 var_Tangent;"
"\r\nvarying vec3 var_Bitangent;\r\nvarying vec3 var_WorldLight;\r\nvary"
"ing vec3 var_VectLight;\r\n\r\n\r\nvec2 DoTexMatrix(vec2 st, vec3 positio"
"n, mat4 texMatrix)\r\n{\r\n\tvec2 st2 = (texMatrix * vec4(st, 1, 0)).st;\r"
"\n\r\n\tvec3 offsetPos = position.xyz / 1024.0;\r\n\toffsetPos.x += offsetP"
"os.z;\r\n\r\n\tvec2 texOffset = sin((offsetPos.xy + vec2(texMatrix[3][1])) "
"* 2.0 * M_PI);\r\n\t\r\n\treturn st2 + texOffset * texMatrix[3][0];\r\n}\r"
"\n\r\nvoid main()\r\n{\r\n#if defined(USE_VERTEX_ANIMATION)\r\n\tvec4 posit"
"ion = mix(attr_Position, attr_Position2, u_VertexLerp);\r\n\tvec3 normal "
" = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp));\r\n #if"
" defined(USE_NORMALMAP)\r\n\tvec3 tangent = normalize(mix(attr_Tangent, "
" attr_Tangent2, u_VertexLerp));\r\n\tvec3 bitangent = normalize(mix(attr_"
"Bitangent, attr_Bitangent2, u_VertexLerp));\r\n #endif\r\n#else\r\n\tvec4 "
"position = attr_Position;\r\n\tvec3 normal = attr_Normal;\r\n #if defi"
"ned(USE_NORMALMAP)\r\n\tvec3 tangent = attr_Tangent;\r\n\tvec3 bitangent "
"= attr_Bitangent;\r\n #endif\r\n#endif\r\n\r\n\tgl_Position = u_ModelViewP"
"rojectionMatrix * position;\r\n\r\n#if defined(TCGEN_ENVIRONMENT)\r\n\tvec2"
" tex;\r\n\tvec3 viewer = normalize(u_ViewOrigin - position.xyz);\r\n\tvec3 "
"reflected = normal * 2.0 * dot(normal, viewer) - viewer;\r\n\r\n\ttex = ref"
"lected.yz * vec2(0.5, -0.5) + 0.5;\r\n#else\r\n\tvec2 tex = attr_TexCoord0."
"st;\r\n#endif\r\n\r\n\tvar_DiffuseTex = DoTexMatrix(tex, position.xyz, u_Di"
"ffuseTexMatrix);\r\n\r\n#if defined(USE_LIGHTMAP)\r\n\tvar_LightTex = attr_"
"TexCoord1.st;\r\n#endif\r\n\r\n\tvar_Color = u_VertColor * attr_Color + u_B"
"aseColor;\r\n\t\r\n\tvec3 lightDirection = attr_LightDirection;\r\n\t\r\n#i"
"f defined(USE_MODELMATRIX)\r\n\tposition = u_ModelMatrix * position;\r\n\t"
"normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz;\r\n\r\n #if defined ("
"USE_NORMALMAP)\r\n\ttangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;\r"
"\n\tbitangent = (u_ModelMatrix * vec4(bitangent, 0.0)).xyz;\r\n #endif\r\n"
"\r\n #if defined(USE_LIGHTMAP)\r\n\tlightDirection = (u_ModelMatrix * vec4"
"(lightDirection, 0.0)).xyz;\r\n #endif\r\n#endif\r\n \r\n\tvar_Position ="
" position.xyz;\r\n\tvar_Normal = normal;\r\n\r\n#if defined (USE_NORMALMAP)"
"\r\n\tvar_Tangent = tangent;\r\n\tvar_Bitangent = bitangent;\r\n#endif\r\n"
"\r\n#if defined(USE_LIGHT_VECTOR)\r\n\tvec3 worldLight = u_LightOrigin.xyz "
"- (var_Position * u_LightOrigin.w);\r\n#else\r\n\tvec3 worldLight = lightDi"
"rection;\r\n#endif\r\n\r\n\tworldLight += normal * 0.0001;\r\n\r\n\tvar_Wor"
"ldLight = worldLight;\r\n\r\n#if !defined(USE_NORMALMAP) && !defined(USE_SP"
"ECULARMAP) && defined(USE_LIGHT_VECTOR)\r\n #if defined(USE_INVSQRLIGHT)\r"
"\n\tfloat intensity = 1.0 / dot(worldLight, worldLight);\r\n #else\r\n\tfl"
"oat intensity = clamp((1.0 - dot(worldLight, worldLight) / (u_LightRadius *"
" u_LightRadius)) * 1.07, 0.0, 1.0);\r\n #endif\r\n\tfloat NL = clamp(dot(n"
"ormal, normalize(worldLight)), 0.0, 1.0);\r\n\r\n\tvar_VectLight = u_Direct"
"edLight * intensity * NL + u_AmbientLight;\r\n#endif\r\n}\r\n";
static const char *fallbackLightallShader_fp =
"uniform sampler2D u_DiffuseMap;\r\n\r\n#if defined(USE_LIGHTMAP)\r\nuniform"
@ -287,119 +297,121 @@ static const char *fallbackLightallShader_fp =
"\r\n\r\nuniform float u_DiffuseRoughness;\r\n\r\nvarying vec2 var_"
"DiffuseTex;\r\n#if defined(USE_LIGHTMAP)\r\nvarying vec2 var_LightTex;"
"\r\n#endif\r\nvarying vec4 var_Color;\r\n\r\nvarying vec3 var_Pos"
"ition;\r\n\r\n#if defined(USE_NORMALMAP)\r\nvarying vec3 var_Tangent;"
"\r\nvarying vec3 var_Bitangent;\r\n#endif\r\n\r\nvarying vec3 var"
"_Normal;\r\n\r\n#if defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)\r\nv"
"arying vec3 var_LightDirection;\r\n#endif\r\n\r\n#define EPSILON 0.000"
"00001\r\n\r\n#if defined(USE_PARALLAXMAP)\r\nfloat SampleHeight(sampler2D n"
"ormalMap, vec2 t)\r\n{\r\n #if defined(SWIZZLE_NORMALMAP)\r\n\treturn text"
"ure2D(normalMap, t).r;\r\n #else\r\n\treturn texture2D(normalMap, t).a;\r"
"\n #endif\r\n}\r\n\r\nfloat RayIntersectDisplaceMap(vec2 dp, vec2 ds, samp"
"ler2D normalMap)\r\n{\r\n\tconst int linearSearchSteps = 16;\r\n\tconst int"
" binarySearchSteps = 6;\r\n\r\n\tfloat depthStep = 1.0 / float(linearSearch"
"Steps);\r\n\r\n\t// current size of search window\r\n\tfloat size = depthSt"
"ep;\r\n\r\n\t// current depth position\r\n\tfloat depth = 0.0;\r\n\r\n\t// "
"best match found (starts with last position 1.0)\r\n\tfloat bestDepth = 1.0"
";\r\n\r\n\t// search front to back for first point inside object\r\n\tfor(i"
"nt i = 0; i < linearSearchSteps - 1; ++i)\r\n\t{\r\n\t\tdepth += size;\r\n"
"\t\t\r\n\t\tfloat t = SampleHeight(normalMap, dp + ds * depth);\r\n\t\t\r\n"
"\t\tif(bestDepth > 0.996)\t\t// if no depth found yet\r\n\t\t\tif(depth >= "
"t)\r\n\t\t\t\tbestDepth = depth;\t// store best depth\r\n\t}\r\n\r\n\tdepth"
" = bestDepth;\r\n\t\r\n\t// recurse around first point (depth) for closest "
"match\r\n\tfor(int i = 0; i < binarySearchSteps; ++i)\r\n\t{\r\n\t\tsize *="
" 0.5;\r\n\r\n\t\tfloat t = SampleHeight(normalMap, dp + ds * depth);\r\n\t"
"\t\r\n\t\tif(depth >= t)\r\n\t\t{\r\n\t\t\tbestDepth = depth;\r\n\t\t\tdept"
"h -= 2.0 * size;\r\n\t\t}\r\n\r\n\t\tdepth += size;\r\n\t}\r\n\r\n\treturn "
"bestDepth;\r\n}\r\n#endif\r\n\r\n#if defined(USE_OREN_NAYAR)\r\nfloat OrenN"
"ayar(vec3 N, vec3 L, vec3 E, float NE, float NL, float roughness)\r\n{\r\n"
"\tfloat gamma = dot(E - N * NE, L - N * NL);\r\n\tfloat r_sq = roughness * "
"roughness;\r\n\r\n\tfloat A = 1.0 - 0.5 * (r_sq / (r_sq + 0.57));\r\n\tfloa"
"t B = 0.45 * (r_sq / (r_sq + 0.09));\r\n\r\n\tfloat alpha = max(acos(NE), a"
"cos(NL));\r\n\tfloat beta = min(acos(NE), acos(NL));\r\n\r\n\tfloat C = si"
"n(alpha) * tan(beta);\r\n\r\n\treturn (A + B * max(0.0, gamma) * C) * max(0"
".0, NL);\r\n}\r\n#endif\r\n\r\n#if defined(USE_SPECULARMAP)\r\nfloat CalcSp"
"ecular(float NH, float NL, float NE, float EH, float fzero, float shininess"
")\r\n{\r\n #if defined(USE_BLINN) || defined(USE_TRIACE) || defined(USE_TO"
"RRANCE_SPARROW)\r\n\tfloat blinn = pow(NH, shininess);\r\n #endif\r\n\r\n "
" #if defined(USE_BLINN)\r\n\treturn blinn;\r\n #endif\r\n\r\n #if defined"
"(USE_COOK_TORRANCE) || defined (USE_TRIACE) || defined (USE_TORRANCE_SPARRO"
"W)\r\n\tfloat fresnel = fzero + (1.0 - fzero) * pow(1.0 - EH, 5);\r\n #end"
"if\r\n\r\n #if defined(USE_COOK_TORRANCE)\r\n\tfloat roughness = shininess"
" * -0.99 + 1.0;\r\n\r\n\tfloat geo = 2.0 * NH / EH;\r\n\tgeo *= min(NE, NL)"
";\r\n\tgeo = min(1, geo);\r\n\r\n\tfloat r_sq = roughness * roughness;\r\n"
"\tfloat NH_sq = NH * NH;\r\n\tfloat rough = exp((NH_sq - 1.0) / (r_sq * NH_"
"sq)) / (4.0 * r_sq * pow(NH, 4));\r\n\r\n\treturn min(fresnel * geo * rough"
" / NE, 1.0);\r\n #endif\r\n\r\n #if defined(USE_TRIACE) || defined(USE_TO"
"RRANCE_SPARROW)\r\n #if defined(USE_TRIACE)\r\n\tfloat scale = 0.1248582"
" * shininess + 0.2691817;\r\n #else // elif defined(USE_TORRANCE_SPARROW"
")\r\n\tfloat scale = (0.5 * shininess + 1.0) * NH / max(EH, EPSILON);\r\n "
" #endif\r\n\r\n\treturn min(scale * fresnel * blinn / max(max(NL, NE), EPS"
"ILON), 1.0);\r\n #endif\r\n}\r\n#endif\r\n\r\nvoid main()\r\n{\r\n#if defi"
"ned(USE_LIGHTMAP)\r\n #if defined(RGBE_LIGHTMAP)\r\n\tvec4 lightSample = t"
"exture2D(u_LightMap, var_LightTex).rgba;\r\n\tvec3 directedLight = lightSam"
"ple.rgb * exp2(lightSample.a * 255.0 - 128.0);\r\n #else\r\n\tvec3 directe"
"dLight = texture2D(u_LightMap, var_LightTex).rgb;\r\n #endif\r\n #if defi"
"ned(USE_DELUXEMAP)\r\n\tvec3 worldLight = 2.0 * texture2D(u_DeluxeMap, var_"
"LightTex).xyz - vec3(1.0);\r\n #else\r\n\tvec3 worldLight = var_LightDirec"
"tion;\r\n #endif\r\n#endif\r\n#if defined(USE_LIGHT_VECTOR)\r\n\tvec3 worl"
"dLight = u_LightOrigin.xyz - (var_Position * u_LightOrigin.w);\t\r\n #if d"
"efined(USE_INVSQRLIGHT)\r\n\tfloat intensity = 1.0 / dot(worldLight, worldL"
"ight);\r\n #else\r\n\tfloat intensity = clamp((1.0 - dot(worldLight, world"
"Light) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0);\r\n #endif\r"
"\n #if defined(USE_SHADOWMAP)\r\n \tvec3 dist3 = textureCube(u_ShadowMap,"
" worldLight).rgb;\r\n\tfloat dist = dot(dist3, vec3(1.0 / (256.0 * 256.0), "
"1.0 / 256.0, 1.0)) * u_LightRadius;\r\n\r\n\tintensity *= max(sign(dist - l"
"ength(worldLight)), 0.0);\r\n #endif\r\n\tvec3 directedLight = u_DirectedL"
"ight * intensity;\r\n\tvec3 ambientLight = u_AmbientLight;\r\n#endif\r\n#i"
"f defined(USE_LIGHT_VERTEX)\r\n\tvec3 directedLight = var_Color.rgb;\r\n\tv"
"ec3 worldLight = var_LightDirection;\r\n#endif\r\n\r\n#if !(defined(USE_LIG"
"HT))\r\n\tvec3 worldLight = var_Normal;\r\n#endif\r\n\r\n#if defined(USE_DE"
"LUXEMAP) \r\n\tworldLight += var_LightDirection * 0.01;\r\n#endif\r\n\r\n\t"
"vec3 SampleToView = normalize(u_ViewOrigin - var_Position);\r\n\tvec2 tex ="
" var_DiffuseTex;\r\n\t\r\n\tfloat ambientDiff = 1.0;\r\n\r\n#if defined(USE"
"_NORMALMAP)\r\n\tmat3 tangentToWorld = mat3(var_Tangent.xyz, var_Bitangent."
"xyz, var_Normal.xyz);\r\n\r\n #if defined(USE_PARALLAXMAP)\r\n\tvec3 offse"
"tDir = normalize(SampleToView * tangentToWorld);\r\n #if 0\r\n float "
"height = SampleHeight(u_NormalMap, tex);\r\n\tfloat pdist = 0.05 * height -"
" (0.05 / 2.0);\r\n #else\r\n\toffsetDir.xy *= 0.02 / offsetDir.z;\r\n\tf"
"loat pdist = RayIntersectDisplaceMap(tex, offsetDir.xy, u_NormalMap);\r\n "
" #endif\t\r\n\ttex += offsetDir.xy * pdist;\r\n #endif\r\n #if defined(S"
"WIZZLE_NORMALMAP)\r\n\tvec3 normal = 2.0 * texture2D(u_NormalMap, tex).agb "
"- 1.0;\r\n #else\r\n\tvec3 normal = 2.0 * texture2D(u_NormalMap, tex).rgb "
"- 1.0;\r\n #endif\r\n\t//normal.z = sqrt(max(1.0 - dot(normal.xy, normal.x"
"y), 0.0));\r\n\tvec3 worldNormal = tangentToWorld * normal;\r\n #if define"
"d(r_normalAmbient)\r\n\tambientDiff = 0.781341 * normal.z + 0.218659;\r\n "
"#endif\r\n#else\r\n\tvec3 worldNormal = var_Normal;\r\n#endif\r\n\r\n\tvec4"
" diffuse = texture2D(u_DiffuseMap, tex);\r\n\t\r\n\tworldNormal = normalize"
"(worldNormal);\r\n\tworldLight = normalize(worldLight);\r\n\r\n#if defined("
"USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)\r\n\tdirectedLight /= max(dot(no"
"rmalize(var_Normal), worldLight), 0.004);\r\n\r\n #if defined(r_normalAmbi"
"ent)\r\n\tvec3 ambientLight = directedLight * r_normalAmbient;\r\n\tdirecte"
"dLight -= ambientLight;\r\n #else\r\n\tvec3 ambientLight = vec3(0);\r\n #"
"endif\r\n#endif\r\n\r\n#if defined(USE_LIGHT)\r\n\tfloat NL = max(dot(world"
"Normal, worldLight), 0.0);\r\n\tfloat NE = max(dot(worldNormal, SampleT"
"oView), 0.0);\r\n #if defined(USE_OREN_NAYAR)\r\n\tfloat directedDiff = Or"
"enNayar(worldNormal, worldLight, SampleToView, NE, NL, u_DiffuseRoughness);"
"\r\n #else\r\n\tfloat directedDiff = NL;\r\n #endif\r\n\tdiffuse.rgb *= d"
"irectedLight * directedDiff + ambientDiff * ambientLight;\r\n#endif\r\n \r"
"\n#if defined(USE_SPECULARMAP) && defined(USE_LIGHT)\r\n\tvec4 specular = t"
"exture2D(u_SpecularMap, tex);\r\n\tspecular.rgb = min(specular.rgb, 1.0 - d"
"iffuse.rgb);\r\n\tfloat shininess = specular.a * 255 + 1.0;\r\n\tfloat fzer"
"o = u_SpecularReflectance;\r\n\r\n\tvec3 halfAngle = normalize(worldLight +"
" SampleToView);\r\n\r\n\tfloat EH = max(dot(SampleToView, halfAngle), 0.0);"
"\r\n\tfloat NH = max(dot(worldNormal, halfAngle), 0.0);\r\n\t\r\n\tfloat d"
"irectedSpec = CalcSpecular(NH, NL, NE, EH, fzero, shininess);\r\n \r\n #i"
"f defined(r_normalAmbient)\r\n\tvec3 ambientHalf = normalize(var_Normal + S"
"ampleToView);\r\n\tfloat ambientSpec = max(dot(ambientHalf, worldNormal) + "
"0.5, 0.0);\r\n\tambientSpec *= ambientSpec * 0.44;\r\n\tambientSpec = pow(a"
"mbientSpec, shininess) * fzero;\r\n #if defined(USE_TRIACE)\r\n\tambient"
"Spec *= 0.1248582 * shininess + 0.2691817;\r\n #endif \r\n\tspecular."
"rgb *= min(directedSpec * directedLight + ambientSpec * ambientLight, 1.0);"
"\r\n #else\r\n\tspecular.rgb *= min(directedSpec * directedLight, 1.0);\r"
"\n #endif\r\n#endif\r\n\r\n\tgl_FragColor = diffuse;\r\n\r\n#if defined(US"
"E_SPECULARMAP) && defined(USE_LIGHT)\r\n\tgl_FragColor.rgb += specular.rgb;"
"\r\n#endif\r\n\r\n#if !defined(USE_LIGHT_VERTEX)\r\n\tgl_FragColor *= var_C"
"olor;\r\n#endif\r\n}\r\n";
"ition;\r\n\r\nvarying vec3 var_Normal;\r\n#if defined(USE_NORMALMAP)\r"
"\nvarying vec3 var_Tangent;\r\nvarying vec3 var_Bitangent;\r\n#el"
"if defined(USE_LIGHT_VECTOR)\r\nvarying vec3 var_VectLight;\r\n#endif"
"\r\n\r\nvarying vec3 var_WorldLight;\r\n\r\n#define EPSILON 0.00000001"
"\r\n\r\n#if defined(USE_PARALLAXMAP)\r\nfloat SampleHeight(sampler2D normal"
"Map, vec2 t)\r\n{\r\n #if defined(SWIZZLE_NORMALMAP)\r\n\treturn texture2D"
"(normalMap, t).r;\r\n #else\r\n\treturn texture2D(normalMap, t).a;\r\n #e"
"ndif\r\n}\r\n\r\nfloat RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D "
"normalMap)\r\n{\r\n\tconst int linearSearchSteps = 16;\r\n\tconst int binar"
"ySearchSteps = 6;\r\n\r\n\tfloat depthStep = 1.0 / float(linearSearchSteps)"
";\r\n\r\n\t// current size of search window\r\n\tfloat size = depthStep;\r"
"\n\r\n\t// current depth position\r\n\tfloat depth = 0.0;\r\n\r\n\t// best "
"match found (starts with last position 1.0)\r\n\tfloat bestDepth = 1.0;\r\n"
"\r\n\t// search front to back for first point inside object\r\n\tfor(int i "
"= 0; i < linearSearchSteps - 1; ++i)\r\n\t{\r\n\t\tdepth += size;\r\n\t\t\r"
"\n\t\tfloat t = SampleHeight(normalMap, dp + ds * depth);\r\n\t\t\r\n\t\tif"
"(bestDepth > 0.996)\t\t// if no depth found yet\r\n\t\t\tif(depth >= t)\r\n"
"\t\t\t\tbestDepth = depth;\t// store best depth\r\n\t}\r\n\r\n\tdepth = bes"
"tDepth;\r\n\t\r\n\t// recurse around first point (depth) for closest match"
"\r\n\tfor(int i = 0; i < binarySearchSteps; ++i)\r\n\t{\r\n\t\tsize *= 0.5;"
"\r\n\r\n\t\tfloat t = SampleHeight(normalMap, dp + ds * depth);\r\n\t\t\r\n"
"\t\tif(depth >= t)\r\n\t\t{\r\n\t\t\tbestDepth = depth;\r\n\t\t\tdepth -= 2"
".0 * size;\r\n\t\t}\r\n\r\n\t\tdepth += size;\r\n\t}\r\n\r\n\treturn bestDe"
"pth;\r\n}\r\n#endif\r\n\r\nfloat CalcDiffuse(vec3 N, vec3 L, vec3 E, float "
"NE, float NL, float fzero, float roughness)\r\n{\r\n #if defined(USE_OREN_"
"NAYAR)\r\n\tfloat gamma = dot(E - N * NE, L - N * NL);\r\n\tfloat r_sq = ro"
"ughness * roughness;\r\n\r\n\tfloat A = 1.0 - 0.5 * (r_sq / (r_sq + 0.57));"
"\r\n\tfloat B = 0.45 * (r_sq / (r_sq + 0.09));\r\n\r\n\tfloat alpha = max(a"
"cos(NE), acos(NL));\r\n\tfloat beta = min(acos(NE), acos(NL));\r\n\r\n\tfl"
"oat C = sin(alpha) * tan(beta);\r\n\r\n\treturn A + B * clamp(gamma, 0.0, 1"
".0) * C;\r\n #else\r\n\treturn 1.0 - fzero;\r\n #endif\r\n}\r\n\r\n#if de"
"fined(USE_SPECULARMAP)\r\nfloat CalcSpecular(float NH, float NL, float NE, "
"float EH, float fzero, float shininess)\r\n{\r\n #if defined(USE_BLINN) ||"
" defined(USE_TRIACE) || defined(USE_TORRANCE_SPARROW)\r\n\tfloat blinn = po"
"w(NH, shininess);\r\n #endif\r\n\r\n #if defined(USE_BLINN)\r\n\treturn b"
"linn;\r\n #endif\r\n\r\n #if defined(USE_COOK_TORRANCE) || defined (USE_T"
"RIACE) || defined (USE_TORRANCE_SPARROW)\r\n\tfloat fresnel = fzero + (1.0 "
"- fzero) * pow(1.0 - EH, 5);\r\n #endif\r\n\r\n #if defined(USE_COOK_TORR"
"ANCE) || defined(USE_TORRANCE_SPARROW)\r\n\tfloat geo = 2.0 * NH * min(NE, "
"NL);\r\n\tgeo /= max(EH, geo);\r\n #endif \r\n\r\n #if defined(USE_COOK_"
"TORRANCE)\r\n\tfloat m = sqrt(2.0 / shininess);\r\n\r\n\tfloat m_sq = m * m"
";\r\n\tfloat NH_sq = NH * NH;\r\n\tfloat beckmann = exp((NH_sq - 1.0) / max"
"(m_sq * NH_sq, EPSILON)) / max(4.0 * m_sq * NH_sq * NH_sq, EPSILON);\r\n\r"
"\n\treturn fresnel * geo * beckmann / max(NE, EPSILON);\r\n #endif\r\n\r\n"
" #if defined(USE_TRIACE)\r\n\tfloat scale = 0.1248582 * shininess + 0.2691"
"817;\r\n\r\n\treturn fresnel * scale * blinn / max(max(NL, NE), EPSILON);\r"
"\n #endif\r\n \r\n #if defined(USE_TORRANCE_SPARROW)\r\n\tfloat scale = "
"0.125 * shininess + 1.0;\r\n\r\n\treturn fresnel * geo * scale * blinn / ma"
"x(NE, EPSILON);\r\n #endif\r\n}\r\n#endif\r\n\r\nvoid main()\r\n{\r\n#if d"
"efined(USE_DELUXEMAP)\r\n\tvec3 worldLight = 2.0 * texture2D(u_DeluxeMap, v"
"ar_LightTex).xyz - vec3(1.0);\r\n\tworldLight += var_WorldLight * 0.0001;\r"
"\n#elif defined(USE_LIGHT) && (defined(USE_NORMALMAP) || defined(USE_SPECUL"
"ARMAP))\r\n\tvec3 worldLight = var_WorldLight;\r\n#endif\r\n\r\n#if defined"
"(USE_LIGHTMAP)\r\n\tvec4 lightSample = texture2D(u_LightMap, var_LightTex)."
"rgba;\r\n #if defined(RGBE_LIGHTMAP)\r\n\tlightSample.rgb *= exp2(lightSam"
"ple.a * 255.0 - 128.0);\r\n #endif\r\n\tvec3 directedLight = lightSample.r"
"gb;\r\n#elif defined(USE_LIGHT_VECTOR)\r\n #if !defined(USE_NORMALMAP) && "
"!defined(USE_SPECULARMAP)\r\n\tvec3 directedLight = var_VectLight;\r\n #el"
"se\r\n #if defined(USE_INVSQRLIGHT)\r\n\tfloat intensity = 1.0 / dot(wor"
"ldLight, worldLight);\r\n #else\r\n\tfloat intensity = clamp((1.0 - dot("
"worldLight, worldLight) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0"
");\r\n #endif\r\n #if defined(USE_SHADOWMAP)\r\n \tvec3 dist3 = text"
"ureCube(u_ShadowMap, worldLight).rgb;\r\n\tfloat dist = dot(dist3, vec3(1.0"
" / (256.0 * 256.0), 1.0 / 256.0, 1.0)) * u_LightRadius;\r\n\r\n\tintensity "
"*= clamp(sign(dist - length(worldLight)), 0.0, 1.0);\r\n #endif\r\n\tvec"
"3 directedLight = u_DirectedLight * intensity;\r\n\tvec3 ambientLight = u_"
"AmbientLight;\r\n #endif\r\n#elif defined(USE_LIGHT_VERTEX)\r\n\tvec3 dire"
"ctedLight = var_Color.rgb;\r\n#endif\r\n\t\r\n#if defined(USE_NORMALMAP) ||"
" defined(USE_SPECULARMAP)\r\n\tvec3 SampleToView = normalize(u_ViewOrigin -"
" var_Position);\r\n#endif\r\n\tvec2 tex = var_DiffuseTex;\r\n\r\n\tfloat am"
"bientDiff = 1.0;\r\n\r\n#if defined(USE_NORMALMAP)\r\n\tmat3 tangentToWorld"
" = mat3(var_Tangent.xyz, var_Bitangent.xyz, var_Normal.xyz);\r\n\r\n #if d"
"efined(USE_PARALLAXMAP)\r\n\tvec3 offsetDir = normalize(SampleToView * tang"
"entToWorld);\r\n #if 0\r\n float height = SampleHeight(u_NormalMap, t"
"ex);\r\n\tfloat pdist = 0.05 * height - (0.05 / 2.0);\r\n #else\r\n\toff"
"setDir.xy *= 0.02 / offsetDir.z;\r\n\tfloat pdist = RayIntersectDisplaceMap"
"(tex, offsetDir.xy, u_NormalMap);\r\n #endif\t\r\n\ttex += offsetDir.xy "
"* pdist;\r\n #endif\r\n #if defined(SWIZZLE_NORMALMAP)\r\n\tvec3 normal ="
" 2.0 * texture2D(u_NormalMap, tex).agb - 1.0;\r\n #else\r\n\tvec3 normal ="
" 2.0 * texture2D(u_NormalMap, tex).rgb - 1.0;\r\n #endif\r\n\tnormal.z = s"
"qrt(clamp(1.0 - dot(normal.xy, normal.xy), 0.0, 1.0));\r\n\tvec3 worldNorma"
"l = tangentToWorld * normal;\r\n #if defined(r_normalAmbient)\r\n\tambient"
"Diff = 0.781341 * normal.z + 0.218659;\r\n #endif\r\n#else\r\n\tvec3 world"
"Normal = var_Normal;\r\n#endif\r\n\r\n\tvec4 diffuse = texture2D(u_DiffuseM"
"ap, tex);\r\n\r\n#if defined(USE_LIGHT) && !defined(USE_NORMALMAP) && !defi"
"ned(USE_SPECULARMAP)\r\n\tdiffuse.rgb *= directedLight;\r\n#elif defined(US"
"E_LIGHT)\r\n\tworldNormal = normalize(worldNormal);\r\n\tworldLight = norma"
"lize(worldLight);\r\n\r\n #if defined(USE_LIGHTMAP) || defined(USE_LIGHT_V"
"ERTEX)\r\n\tdirectedLight /= max(dot(normalize(var_Normal), worldLight), 0."
"004);\r\n\r\n #if defined(r_normalAmbient)\r\n\tvec3 ambientLight = dire"
"ctedLight * r_normalAmbient;\r\n\tdirectedLight -= ambientLight;\r\n #el"
"se\r\n\tvec3 ambientLight = vec3(0);\r\n #endif\r\n #endif\r\n\r\n\tflo"
"at NL = clamp(dot(worldNormal, worldLight), 0.0, 1.0);\r\n\tfloat NE = c"
"lamp(dot(worldNormal, SampleToView), 0.0, 1.0);\r\n #if defined(USE_SPECU"
"LARMAP)\r\n\tfloat fzero = u_SpecularReflectance;\r\n #else\r\n\tfloat fze"
"ro = 0.0;\r\n #endif\r\n\tfloat directedDiff = NL * CalcDiffuse(worldNorma"
"l, worldLight, SampleToView, NE, NL, fzero, u_DiffuseRoughness);\r\n\tdiffu"
"se.rgb *= directedLight * directedDiff + ambientDiff * ambientLight;\r\n "
"\r\n #if defined(USE_SPECULARMAP)\r\n\tvec4 specular = texture2D(u_Specula"
"rMap, tex);\r\n\t//specular.rgb = clamp(specular.rgb - diffuse.rgb, 0.0, 1."
"0);\r\n\tfloat shininess = specular.a * 255 + 1.0;\r\n\r\n\tvec3 halfAngle "
"= normalize(worldLight + SampleToView);\r\n\r\n\tfloat EH = clamp(dot(Sampl"
"eToView, halfAngle), 0.0, 1.0);\r\n\tfloat NH = clamp(dot(worldNormal, hal"
"fAngle), 0.0, 1.0);\r\n\r\n\tfloat directedSpec = NL * CalcSpecular(NH, NL,"
" NE, EH, fzero, shininess);\r\n \r\n #if defined(r_normalAmbient)\r\n\t"
"vec3 ambientHalf = normalize(var_Normal + SampleToView);\r\n\tfloat ambient"
"Spec = max(dot(ambientHalf, worldNormal) + 0.5, 0.0);\r\n\tambientSpec *= a"
"mbientSpec * 0.44;\r\n\tambientSpec = pow(ambientSpec, shininess) * fzero;"
"\r\n #if defined(USE_TRIACE)\r\n\tambientSpec *= 0.1248582 * shininess"
" + 0.2691817;\r\n #endif \r\n\tspecular.rgb *= directedSpec * direc"
"tedLight + ambientSpec * ambientLight;\r\n #else\r\n\tspecular.rgb *= di"
"rectedSpec * directedLight;\r\n #endif\r\n #endif\r\n#endif\r\n\r\n\tgl"
"_FragColor = diffuse;\r\n\r\n#if defined(USE_SPECULARMAP) && defined(USE_LI"
"GHT)\r\n\tgl_FragColor.rgb += specular.rgb;\r\n#endif\r\n\r\n#if !defined(U"
"SE_LIGHT_VERTEX)\r\n\tgl_FragColor *= var_Color;\r\n#endif\r\n}\r\n";
static const char *fallbackShadowfillShader_vp =
"attribute vec4 attr_Position;\r\nattribute vec3 attr_Normal;\r\nattribute"
@ -669,33 +681,41 @@ static void GLSL_PrintInfoLog(GLhandleARB object, qboolean developerOnly)
static char msgPart[1024];
int maxLength = 0;
int i;
int printLevel = developerOnly ? PRINT_DEVELOPER : PRINT_ALL;
qglGetObjectParameterivARB(object, GL_OBJECT_INFO_LOG_LENGTH_ARB, &maxLength);
msg = ri.Malloc(maxLength);
qglGetInfoLogARB(object, maxLength, &maxLength, msg);
if(developerOnly)
if (maxLength <= 0)
{
ri.Printf(PRINT_DEVELOPER, "compile log:\n");
ri.Printf(printLevel, "No compile log.\n");
return;
}
ri.Printf(printLevel, "compile log:\n");
if (maxLength < 1023)
{
qglGetInfoLogARB(object, maxLength, &maxLength, msgPart);
msgPart[maxLength + 1] = '\0';
ri.Printf(printLevel, "%s\n", msgPart);
}
else
{
ri.Printf(PRINT_ALL, "compile log:\n");
msg = ri.Malloc(maxLength);
qglGetInfoLogARB(object, maxLength, &maxLength, msg);
for(i = 0; i < maxLength; i += 1024)
{
Q_strncpyz(msgPart, msg + i, sizeof(msgPart));
ri.Printf(printLevel, "%s\n", msgPart);
}
ri.Free(msg);
}
for(i = 0; i < maxLength; i += 1024)
{
Q_strncpyz(msgPart, msg + i, sizeof(msgPart));
if(developerOnly)
ri.Printf(PRINT_DEVELOPER, "%s\n", msgPart);
else
ri.Printf(PRINT_ALL, "%s\n", msgPart);
}
ri.Free(msg);
}
static void GLSL_PrintShaderSource(GLhandleARB object)
@ -865,7 +885,7 @@ static int GLSL_CompileGPUShader(GLhandleARB program, GLhandleARB *prevShader, c
return 0;
}
GLSL_PrintInfoLog(shader, qtrue);
//GLSL_PrintInfoLog(shader, qtrue);
//ri.Printf(PRINT_ALL, "%s\n", GLSL_PrintShaderSource(shader));
if (*prevShader)