UltimateZoneBuilder/Source/Core/Resources/world3d.shader

518 lines
No EOL
14 KiB
GLSL
Executable file

uniforms
{
mat4 world;
mat4 view;
mat4 projection;
mat4 modelnormal;
vec4 campos;
vec4 highlightcolor;
vec4 stencilColor;
float desaturation;
vec4 fogsettings;
vec4 fogcolor;
vec4 sectorfogcolor;
vec4 vertexColor;
sampler2D texture1;
sampler2D texture2;
sampler2D texture3;
// classic lighting related
int drawPaletted;
ivec2 colormapSize;
int doomlightlevels;
int sectorLightLevel;
// dynamic light related
vec4 lightPosAndRadius[64];
vec4 lightOrientation[64]; // this is a vector that points in light's direction
vec2 light2Radius[64]; // this is used with spotlights
vec4 lightColor[64];
float ignoreNormals;
float lightsEnabled;
// Slope handle length
float slopeHandleLength;
// Skewing
vec2 skew; // the x component is used to negate the texture offset for the skew computation. There must be a better way
}
functions
{
vec4 getColorMappedColor(int entry, int depth)
{
vec2 uv = vec2((float(entry) + 0.5) / colormapSize.x, (float(depth) + 0.5) / colormapSize.y);
vec4 colormapColor = texture(texture2, uv);
return colormapColor;
}
int lightLevelFromVertexColor(vec3 color)
{
float result = max(max(color.r, color.g), color.b) * 255;
if (result < 192 && doomlightlevels > 0) {
// correct for darkening in Doom light mode
result = -0.666667 * (-96 - result);
}
return int(result);
}
int classicLightLevelToColorMapOffset(int lightLevel, vec3 position, vec3 normal, bool hvmod)
{
const int LIGHTLEVELS = 16;
const int LIGHTSEGSHIFT = 4;
const int NUMCOLORMAPS = 32;
const int MAXLIGHTSCALE = 48;
const int DISTMAP = 2;
int scaledLightLevel = lightLevel >> LIGHTSEGSHIFT;
bool isFlat = abs(dot(normal, vec3(0, 0, 1))) > 1e-3;
if (hvmod) {
if (abs(dot(normal, vec3(0, 1, 0))) < 1e-3)
{
scaledLightLevel++;
}
else if (abs(dot(normal, vec3(1, 0, 0))) < 1e-3)
{
scaledLightLevel--;
}
}
int level;
float dist = distance(position, campos.xyz);
if (!isFlat)
{
int startmap = int(((LIGHTLEVELS-1-scaledLightLevel)*2)*NUMCOLORMAPS/LIGHTLEVELS);
// same calculation as Eternity Engine
int index = int(2560.0 / dist);
if (index >= MAXLIGHTSCALE) index = MAXLIGHTSCALE - 1;
level = startmap - index / DISTMAP;
}
else
{
// same calculation as Eternity Engine
float startmap = 2.0 * (30.0 - lightLevel / 8.0f);
level = int(startmap - (1280.0f / dist)) + 1;
}
if (level < 0) level = 0;
if (level >= NUMCOLORMAPS) level = NUMCOLORMAPS - 1;
return level;
}
// This adds fog color to current pixel color
vec4 getFogColor(vec3 PosW, vec4 color)
{
float fogdist = max(16.0, distance(PosW, campos.xyz));
float fogfactor = exp2(campos.w * fogdist);
color.rgb = mix(sectorfogcolor.rgb, color.rgb, fogfactor);
return color;
}
vec4 desaturate(vec4 texel)
{
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
}
vec3 getOneDynLightContribution(vec3 PosW, vec3 Normal, vec3 light, vec4 lColor, vec4 lPosAndRadius, vec4 lOrientation, vec2 l2Radius)
{
//is face facing away from light source?
// update 01.02.2017: offset the equation by 3px back to try to emulate GZDoom's broken visibility check.
float diffuseContribution = dot(Normal, normalize(lPosAndRadius.xyz - PosW + Normal * 3.0));
if (diffuseContribution < 0.0 && (ignoreNormals == 0 || (lColor.a > 0.979 && lColor.a < 0.981))) // attenuated light and facing away
return light;
diffuseContribution = max(diffuseContribution, 0.0); // to make sure
//is pixel in light range?
float dist = distance(PosW, lPosAndRadius.xyz);
if (dist > lPosAndRadius.w)
return light;
float power = 1.0;
power *= max(lPosAndRadius.w - dist, 0.0) / lPosAndRadius.w;
if (lOrientation.w > 0.5)
{
vec3 lightDirection = normalize(lPosAndRadius.xyz - PosW);
float cosDir = dot(lightDirection, lOrientation.xyz);
float df = smoothstep(l2Radius.y, l2Radius.x, cosDir);
power *= df;
}
if (lColor.a > 0.979 && lColor.a < 0.981) // attenuated light 98%
power *= diffuseContribution;
// for w/e reason GZDoom also does this
power *= lColor.a;
if (lColor.a >= 1)
return light.rgb - lColor.rgb * power;
return light.rgb + lColor.rgb * power;
}
vec4 getDynLightContribution(vec4 tcolor, vec4 baselight, vec3 PosW, vec3 Normal)
{
vec3 light = vec3(0, 0, 0);
vec3 addlight = vec3(0, 0, 0);
if (lightsEnabled != 0)
{
for (int i = 0; i < 64; i++)
{
if (lightColor[i].a == 0)
break;
if (lightColor[i].a < 0.4) // additive
addlight = getOneDynLightContribution(PosW, Normal, addlight, lightColor[i], lightPosAndRadius[i], lightOrientation[i], light2Radius[i]);
else light = getOneDynLightContribution(PosW, Normal, light, lightColor[i], lightPosAndRadius[i], lightOrientation[i], light2Radius[i]);
}
}
return vec4(tcolor.rgb*(baselight.rgb+light)+addlight, tcolor.a*baselight.a);
}
}
shader world3d_main
{
in
{
vec3 Position;
vec4 Color;
vec2 TextureCoordinate;
vec3 Normal;
}
v2f
{
vec4 Color;
vec2 UV;
vec3 PosW;
vec3 Normal;
vec4 viewpos;
vec3_flat flatNormal;
vec4_flat flatColor;
}
out
{
vec4 FragColor;
}
vertex
{
v2f.viewpos = view * world * vec4(in.Position, 1.0);
gl_Position = projection * v2f.viewpos;
v2f.PosW = (world * vec4(in.Position, 1.0)).xyz;
v2f.Color = in.Color;
v2f.UV = in.TextureCoordinate;
v2f.Normal = normalize((modelnormal * vec4(in.Normal, 1.0)).xyz);
v2f.flatColor = in.Color;
v2f.flatNormal = normalize(in.Normal);
}
fragment
{
vec4 tcolor = texture(texture1, v2f.UV + vec2(0.0, (v2f.UV.x - skew.x) * skew.y));
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
tcolor = getDynLightContribution(tcolor, v2f.Color, v2f.PosW, v2f.Normal);
out.FragColor = desaturate(tcolor);
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}
}
shader world3d_fullbright extends world3d_main
{
fragment
{
vec4 tcolor = texture(texture1, v2f.UV + vec2(0.0, (v2f.UV.x - skew.x) * skew.y));
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
tcolor.a *= v2f.Color.a;
out.FragColor = tcolor;
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}
}
shader world3d_main_highlight extends world3d_main
{
fragment
{
vec4 tcolor = texture(texture1, v2f.UV + vec2(0.0, (v2f.UV.x - skew.x) * skew.y));
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
tcolor = getDynLightContribution(tcolor, v2f.Color, v2f.PosW, v2f.Normal);
if (tcolor.a == 0.0)
{
out.FragColor = tcolor;
}
else
{
// Blend texture color and vertex color
vec4 ncolor = desaturate(tcolor);
out.FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), max(v2f.Color.a + 0.25, 0.5));
}
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}
}
shader world3d_fullbright_highlight extends world3d_fullbright
{
fragment
{
vec4 tcolor = texture(texture1, v2f.UV + vec2(0.0, (v2f.UV.x - skew.x) * skew.y));
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
if(tcolor.a == 0.0)
{
out.FragColor = tcolor;
}
else
{
// Blend texture color and vertex color
vec4 ncolor = tcolor * v2f.Color;
out.FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (tcolor.rgb - 0.4 * highlightcolor.a), max(v2f.Color.a + 0.25, 0.5));
}
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}
}
shader world3d_vertex_color extends world3d_main
{
fragment
{
out.FragColor = v2f.Color;
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}
}
shader world3d_main_vertexcolor extends world3d_main
{
vertex
{
v2f.viewpos = view * world * vec4(in.Position, 1.0);
gl_Position = projection * v2f.viewpos;
v2f.Color = vertexColor;
v2f.UV = in.TextureCoordinate;
}
}
shader world3d_constant_color extends world3d_main_vertexcolor
{
fragment
{
out.FragColor = vertexColor;
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0f) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}
}
// world3d_main_highlight with vertex program from world3d_vertexcolor
// to-do: rewrite into a function
shader world3d_highlight_vertexcolor extends world3d_main_highlight
{
vertex
{
v2f.viewpos = view * world * vec4(in.Position, 1.0);
gl_Position = projection * v2f.viewpos;
v2f.Color = vertexColor;
v2f.UV = in.TextureCoordinate;
}
}
shader world3d_main_fog extends world3d_main
{
fragment
{
vec4 tcolor = texture(texture1, v2f.UV + vec2(0.0, (v2f.UV.x - skew.x) * skew.y));
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
tcolor = getDynLightContribution(tcolor, v2f.Color, v2f.PosW, v2f.Normal);
if (tcolor.a == 0.0)
{
out.FragColor = tcolor;
}
else
{
out.FragColor = desaturate(getFogColor(v2f.PosW, tcolor));
}
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}
}
shader world3d_main_highlight_fog extends world3d_main_fog
{
fragment
{
vec4 tcolor = texture(texture1, v2f.UV + vec2(0.0, (v2f.UV.x - skew.x) * skew.y));
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
tcolor = vec4(getDynLightContribution(tcolor, v2f.Color, v2f.PosW, v2f.Normal).rgb, tcolor.a);
if (tcolor.a == 0.0)
{
out.FragColor = tcolor;
}
else
{
// Blend texture color and vertex color
vec4 ncolor = desaturate(getFogColor(v2f.PosW, tcolor));
out.FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), max(ncolor.a + 0.25, 0.5));
}
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
}
}
// world3d_fog, but with vertex shader from customvertexcolor_fog
// to-do: rewrite into a function
shader world3d_main_fog_vertexcolor extends world3d_main_fog
{
vertex
{
v2f.viewpos = view * world * vec4(in.Position, 1.0);
gl_Position = projection * v2f.viewpos;
v2f.PosW = (world * vec4(in.Position, 1.0)).xyz;
v2f.Color = vertexColor;
v2f.UV = in.TextureCoordinate;
v2f.Normal = normalize((modelnormal * vec4(in.Normal, 1.0)).xyz);
}
}
shader world3d_main_highlight_fog_vertexcolor extends world3d_main_highlight_fog
{
vertex
{
v2f.viewpos = view * world * vec4(in.Position, 1.0);
gl_Position = projection * v2f.viewpos;
v2f.PosW = (world * vec4(in.Position, 1.0)).xyz;
v2f.Color = vertexColor;
v2f.UV = in.TextureCoordinate;
v2f.Normal = normalize((modelnormal * vec4(in.Normal, 1.0)).xyz);
}
}
// Slope handle shader
shader world3d_slope_handle extends world3d_vertex_color
{
vertex
{
v2f.viewpos = view * world * vec4(in.Position.x * slopeHandleLength, in.Position.y, in.Position.z, 1.0);
gl_Position = projection * v2f.viewpos;
v2f.Color = in.Color * vertexColor;
v2f.UV = in.TextureCoordinate;
}
}
shader world3d_classic extends world3d_main
{
fragment
{
vec4 pcolor;
if (bool(drawPaletted))
{
vec4 color = texture(texture1, v2f.UV + vec2(0.0, (v2f.UV.x - skew.x) * skew.y));
int entry = int(color.r * 255);
float alpha = color.a;
int lightLevel = lightLevelFromVertexColor(v2f.flatColor.rgb);
int colorMapOffset = classicLightLevelToColorMapOffset(lightLevel, v2f.PosW, v2f.flatNormal, false);
pcolor = getColorMappedColor(entry, colorMapOffset);
pcolor.a = alpha;
}
else
{
pcolor = texture(texture1, v2f.UV);
}
out.FragColor = pcolor;
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
}
}
shader world3d_classic_highlight extends world3d_main
{
fragment
{
vec4 pcolor;
if (bool(drawPaletted))
{
vec4 color = texture(texture1, v2f.UV + vec2(0.0, (v2f.UV.x - skew.x) * skew.y));
int entry = int(color.r * 255);
float alpha = color.a;
int lightLevel = lightLevelFromVertexColor(v2f.flatColor.rgb);
int modifiedLightLevel = max(lightLevel, 128);
int colorMapOffset = classicLightLevelToColorMapOffset(modifiedLightLevel, v2f.PosW, v2f.flatNormal, false);
pcolor = getColorMappedColor(entry, colorMapOffset);
pcolor.a = alpha;
}
else
{
pcolor = texture(texture1, v2f.UV);
}
out.FragColor = pcolor;
if (pcolor.a > 0.0)
{
out.FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (pcolor.rgb - 0.4 * highlightcolor.a), max(pcolor.a + 0.25, 0.5));
}
#if defined(ALPHA_TEST)
if (out.FragColor.a < 0.5) discard;
#endif
}
}