"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n", "// written by Forest 'LordHavoc' Hale\n", "// shadowmapping enhancements by Lee 'eihrul' Salzman\n", "\n", "#ifdef USESKELETAL\n", "# ifdef GL_ARB_uniform_buffer_object\n", "# extension GL_ARB_uniform_buffer_object : enable\n", "# endif\n", "#endif\n", "\n", "#ifdef USESHADOWMAP2D\n", "# ifdef GL_EXT_gpu_shader4\n", "# extension GL_EXT_gpu_shader4 : enable\n", "# endif\n", "# ifdef GL_ARB_texture_gather\n", "# extension GL_ARB_texture_gather : enable\n", "# else\n", "# ifdef GL_AMD_texture_texture4\n", "# extension GL_AMD_texture_texture4 : enable\n", "# endif\n", "# endif\n", "#endif\n", "\n", "#ifdef USECELSHADING\n", "# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));\n", "# ifdef USEEXACTSPECULARMATH\n", "# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);\n", "# else\n", "# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);\n", "# endif\n", "#else\n", "# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n", "# ifdef USEEXACTSPECULARMATH\n", "# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);\n", "# else\n", "# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);\n", "# endif\n", "#endif\n", "\n", "#if defined(GLSL130) || defined(GLSL140)\n", "precision highp float;\n", "# ifdef VERTEX_SHADER\n", "# define dp_varying out\n", "# define dp_attribute in\n", "# endif\n", "# ifdef FRAGMENT_SHADER\n", "out vec4 dp_FragColor;\n", "# define dp_varying in\n", "# define dp_attribute in\n", "# endif\n", "# define dp_offsetmapping_dFdx dFdx\n", "# define dp_offsetmapping_dFdy dFdy\n", "# define dp_textureGrad textureGrad\n", "# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))\n", "# define dp_texture2D texture\n", "# define dp_texture3D texture\n", "# define dp_textureCube texture\n", "# define dp_shadow2D(a,b) float(texture(a,b))\n", "#else\n", "# ifdef FRAGMENT_SHADER\n", "# define dp_FragColor gl_FragColor\n", "# endif\n", "# define dp_varying varying\n", "# define dp_attribute attribute\n", "# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)\n", "# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)\n", "# define dp_textureGrad(a,b,c,d) texture2D(a,b)\n", "# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))\n", "# define dp_texture2D texture2D\n", "# define dp_texture3D texture3D\n", "# define dp_textureCube textureCube\n", "# define dp_shadow2D(a,b) float(shadow2D(a,b))\n", "#endif\n", "\n", "// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n", "// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n", "#ifndef GL_ES\n", "#define lowp\n", "#define mediump\n", "#define highp\n", "#endif\n", "\n", "#ifdef USEDEPTHRGB\n", " // for 565 RGB we'd need to use different multipliers\n", "#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))\n", "#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))\n", "#endif\n", "\n", "#ifdef VERTEX_SHADER\n", "dp_attribute vec4 Attrib_Position; // vertex\n", "dp_attribute vec4 Attrib_Color; // color\n", "dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n", "dp_attribute vec3 Attrib_TexCoord1; // svector\n", "dp_attribute vec3 Attrib_TexCoord2; // tvector\n", "dp_attribute vec3 Attrib_TexCoord3; // normal\n", "dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n", "#ifdef USESKELETAL\n", "//uniform mat4 Skeletal_Transform[128];\n", "// this is used with glBindBufferRange to bind a uniform block to the name\n", "// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is\n", "// directly accessible without a namespace.\n", "// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax\n", "uniform Skeletal_Transform12_UniformBlock\n", "{\n", " vec4 Skeletal_Transform12[768];\n", "};\n", "dp_attribute vec4 Attrib_SkeletalIndex;\n", "dp_attribute vec4 Attrib_SkeletalWeight;\n", "#endif\n", "#endif\n", "dp_varying mediump vec4 VertexColor;\n", "\n", "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n", "# define USEFOG\n", "#endif\n", "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n", "# define USELIGHTMAP\n", "#endif\n", "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n", "# define USEEYEVECTOR\n", "#endif\n", "\n", "//#ifdef __GLSL_CG_DATA_TYPES\n", "//# define myhalf half\n", "//# define myhalf2 half2\n", "//# define myhalf3 half3\n", "//# define myhalf4 half4\n", "//# define cast_myhalf half\n", "//# define cast_myhalf2 half2\n", "//# define cast_myhalf3 half3\n", "//# define cast_myhalf4 half4\n", "//#else\n", "# define myhalf mediump float\n", "# define myhalf2 mediump vec2\n", "# define myhalf3 mediump vec3\n", "# define myhalf4 mediump vec4\n", "# define cast_myhalf float\n", "# define cast_myhalf2 vec2\n", "# define cast_myhalf3 vec3\n", "# define cast_myhalf4 vec4\n", "//#endif\n", "\n", "#ifdef VERTEX_SHADER\n", "uniform highp mat4 ModelViewProjectionMatrix;\n", "#endif\n", "\n", "#ifdef VERTEX_SHADER\n", "#ifdef USETRIPPY\n", "// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n", "// tweaked scale\n", "uniform highp float ClientTime;\n", "vec4 TrippyVertex(vec4 position)\n", "{\n", " float worldTime = ClientTime;\n", " // tweaked for Quake\n", " worldTime *= 10.0;\n", " position *= 0.125;\n", " //~tweaked for Quake\n", " float distanceSquared = (position.x * position.x + position.z * position.z);\n", " position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n", " float y = position.y;\n", " float x = position.x;\n", " float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n", " position.y = x*sin(om)+y*cos(om);\n", " position.x = x*cos(om)-y*sin(om);\n", " return position;\n", "}\n", "#endif\n", "#endif\n", "\n", "#ifdef MODE_DEPTH_OR_SHADOW\n", "dp_varying highp float Depth;\n", "#ifdef VERTEX_SHADER\n", "void main(void)\n", "{\n", "#ifdef USESKELETAL\n", " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n", " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n", " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n", " vec4 sw = Attrib_SkeletalWeight;\n", " vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n", " vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n", " vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n", " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n", " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n", "#define Attrib_Position SkeletalVertex\n", "#endif\n", " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n", "#ifdef USETRIPPY\n", " gl_Position = TrippyVertex(gl_Position);\n", "#endif\n", " Depth = gl_Position.z;\n", "}\n", "#endif\n", "\n", "#ifdef FRAGMENT_SHADER\n", "void main(void)\n", "{\n", "#ifdef USEDEPTHRGB\n", " dp_FragColor = encodedepthmacro(Depth);\n", "#else\n", " dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n", "#endif\n", "}\n", "#endif\n", "#else // !MODE_DEPTH_ORSHADOW\n", "\n", "\n", "\n", "\n", "#ifdef MODE_POSTPROCESS\n", "dp_varying mediump vec2 TexCoord1;\n", "dp_varying mediump vec2 TexCoord2;\n", "\n", "#ifdef VERTEX_SHADER\n", "void main(void)\n", "{\n", " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n", " TexCoord1 = Attrib_TexCoord0.xy;\n", "#ifdef USEBLOOM\n", " TexCoord2 = Attrib_TexCoord4.xy;\n", "#endif\n", "}\n", "#endif\n", "\n", "#ifdef FRAGMENT_SHADER\n", "uniform sampler2D Texture_First;\n", "#ifdef USEBLOOM\n", "uniform sampler2D Texture_Second;\n", "uniform mediump vec4 BloomColorSubtract;\n", "#endif\n", "#ifdef USEGAMMARAMPS\n", "uniform sampler2D Texture_GammaRamps;\n", "#endif\n", "#ifdef USESATURATION\n", "uniform mediump float Saturation;\n", "#endif\n", "#ifdef USEVIEWTINT\n", "uniform mediump vec4 ViewTintColor;\n", "#endif\n", "//uncomment these if you want to use them:\n", "uniform mediump vec4 UserVec1;\n", "uniform mediump vec4 UserVec2;\n", "// uniform mediump vec4 UserVec3;\n", "// uniform mediump vec4 UserVec4;\n", "// uniform highp float ClientTime;\n", "uniform mediump vec2 PixelSize;\n", "void main(void)\n", "{\n", " dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n", "\n", "#ifdef USEPOSTPROCESSING\n", "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n", "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n", " float sobel = 1.0;\n", " // vec2 ts = textureSize(Texture_First, 0);\n", " // vec2 px = vec2(1/ts.x, 1/ts.y);\n", " vec2 px = PixelSize;\n", " vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n", " vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n", " vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n", " vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n", " vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n", " vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n", " vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n", " vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n", " vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n", " vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n", " vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n", " vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n", " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n", " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n", " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n", " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n", " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n", " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n", " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n", " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n", " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n", " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n", " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n", " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n", " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n", " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n", " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n", " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n", " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n", " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n", " dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n", " dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n", "#endif\n", "\n", "#ifdef USEBLOOM\n", " dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n", "#endif\n", "\n", "#ifdef USEVIEWTINT\n", " dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n", "#endif\n", "\n", "#ifdef USESATURATION\n", " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n", " float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n", " // 'vampire sight' effect, wheres red is compensated\n", " #ifdef SATURATION_REDCOMPENSATE\n", " float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n", " dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n", " dp_FragColor.r += rboost;\n", " #else\n", " // normal desaturation\n", " //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n", " dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n", " #endif\n", "#endif\n", "\n", "#ifdef USEGAMMARAMPS\n", " dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n", " dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n", " dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n", "#endif\n", "}\n", "#endif\n", "#else // !MODE_POSTPROCESS\n", "\n", "\n", "\n", "\n", "#ifdef MODE_GENERIC\n", "#ifdef USEDIFFUSE\n", "dp_varying mediump vec2 TexCoord1;\n", "#endif\n", "#ifdef USESPECULAR\n", "dp_varying mediump vec2 TexCoord2;\n", "#endif\n", "uniform myhalf Alpha;\n", "#ifdef VERTEX_SHADER\n", "void main(void)\n", "{\n", "#ifdef USESKELETAL\n", " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n", " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n", " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n", " vec4 sw = Attrib_SkeletalWeight;\n", " vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n", " vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n", " vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n", " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n", " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n", "#define Attrib_Position SkeletalVertex\n", "#endif\n", " VertexColor = Attrib_Color;\n", "#ifdef USEDIFFUSE\n", " TexCoord1 = Attrib_TexCoord0.xy;\n", "#endif\n", "#ifdef USESPECULAR\n", " TexCoord2 = Attrib_TexCoord1.xy;\n", "#endif\n", " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n", "#ifdef USETRIPPY\n", " gl_Position = TrippyVertex(gl_Position);\n", "#endif\n", "}\n", "#endif\n", "\n", "#ifdef FRAGMENT_SHADER\n", "#ifdef USEDIFFUSE\n", "uniform sampler2D Texture_First;\n", "#endif\n", "#ifdef USESPECULAR\n", "uniform sampler2D Texture_Second;\n", "#endif\n", "#ifdef USEGAMMARAMPS\n", "uniform sampler2D Texture_GammaRamps;\n", "#endif\n", "\n", "void main(void)\n", "{\n", "#ifdef USEVIEWTINT\n", " dp_FragColor = VertexColor;\n", "#else\n", " dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n", "#endif\n", "#ifdef USEDIFFUSE\n", "# ifdef USEREFLECTCUBE\n", " // suppress texture alpha\n", " dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;\n", "# else\n", " dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n", "# endif\n", "#endif\n", "\n", "#ifdef USESPECULAR\n", " vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n", "# ifdef USECOLORMAPPING\n", " dp_FragColor *= tex2;\n", "# endif\n", "# ifdef USEGLOW\n", " dp_FragColor += tex2;\n", "# endif\n", "# ifdef USEVERTEXTEXTUREBLEND\n", " dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n", "# endif\n", "#endif\n", "#ifdef USEGAMMARAMPS\n", " dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n", " dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n", " dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n", "#endif\n", "#ifdef USEALPHAKILL\n", " dp_FragColor.a *= Alpha;\n", "#endif\n", "}\n", "#endif\n", "#else // !MODE_GENERIC\n", "\n", "\n", "\n", "\n", "#ifdef MODE_BLOOMBLUR\n", "dp_varying mediump vec2 TexCoord;\n", "#ifdef VERTEX_SHADER\n", "void main(void)\n", "{\n", " VertexColor = Attrib_Color;\n", " TexCoord = Attrib_TexCoord0.xy;\n", " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n", "}\n", "#endif\n", "\n", "#ifdef FRAGMENT_SHADER\n", "uniform sampler2D Texture_First;\n", "uniform mediump vec4 BloomBlur_Parameters;\n", "\n", "void main(void)\n", "{\n", " int i;\n", " vec2 tc = TexCoord;\n", " vec3 color = dp_texture2D(Texture_First, tc).rgb;\n", " tc += BloomBlur_Parameters.xy;\n", " for (i = 1;i < SAMPLES;i++)\n", " {\n", " color += dp_texture2D(Texture_First, tc).rgb;\n", " tc += BloomBlur_Parameters.xy;\n", " }\n", " dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n", "}\n", "#endif\n", "#else // !MODE_BLOOMBLUR\n", "#ifdef MODE_REFRACTION\n", "dp_varying mediump vec2 TexCoord;\n", "dp_varying highp vec4 ModelViewProjectionPosition;\n", "uniform highp mat4 TexMatrix;\n", "#ifdef VERTEX_SHADER\n", "\n", "void main(void)\n", "{\n", "#ifdef USESKELETAL\n", " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n", " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n", " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n", " vec4 sw = Attrib_SkeletalWeight;\n", " vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n", " vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n", " vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n", " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n", " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n", "#define Attrib_Position SkeletalVertex\n", "#endif\n", "#ifdef USEALPHAGENVERTEX\n", " VertexColor = Attrib_Color;\n", "#endif\n", " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n", " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n", " ModelViewProjectionPosition = gl_Position;\n", "#ifdef USETRIPPY\n", " gl_Position = TrippyVertex(gl_Position);\n", "#endif\n", "}\n", "#endif\n", "\n", "#ifdef FRAGMENT_SHADER\n", "uniform sampler2D Texture_Normal;\n", "uniform sampler2D Texture_Refraction;\n", "\n", "uniform mediump vec4 DistortScaleRefractReflect;\n", "uniform mediump vec4 ScreenScaleRefractReflect;\n", "uniform mediump vec4 ScreenCenterRefractReflect;\n", "uniform mediump vec4 RefractColor;\n", "uniform mediump vec4 ReflectColor;\n", "uniform highp float ClientTime;\n", "#ifdef USENORMALMAPSCROLLBLEND\n", "uniform highp vec2 NormalmapScrollBlend;\n", "#endif\n", "\n", "void main(void)\n", "{\n", " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n", " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n", " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n", "#ifdef USEALPHAGENVERTEX\n", " vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;\n", " vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n", "#else\n", " vec2 distort = DistortScaleRefractReflect.xy;\n", " vec4 refractcolor = RefractColor;\n", "#endif\n", " #ifdef USENORMALMAPSCROLLBLEND\n", " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n", " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n", " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;\n", " #else\n", " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;\n", " #endif\n", " // FIXME temporary hack to detect the case that the reflection\n", " // gets blackened at edges due to leaving the area that contains actual\n", " // content.\n", " // Remove this 'ack once we have a better way to stop this thing from\n", " // 'appening.\n", " float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n", " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n", " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n", " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n", " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n", " dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;\n", "}\n", "#endif\n", "#else // !MODE_REFRACTION\n", "\n", "\n", "\n", "\n", "#ifdef MODE_WATER\n", "dp_varying mediump vec2 TexCoord;\n", "dp_varying highp vec3 EyeVector;\n", "dp_varying highp vec4 ModelViewProjectionPosition;\n", "#ifdef VERTEX_SHADER\n", "uniform highp vec3 EyePosition;\n", "uniform highp mat4 TexMatrix;\n", "\n", "void main(void)\n", "{\n", "#ifdef USESKELETAL\n", " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n", " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n", " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n", " vec4 sw = Attrib_SkeletalWeight;\n", " vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n", " vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n", " vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n", " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n", " mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n", " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n", " vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n", " vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n", " vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n", "#define Attrib_Position SkeletalVertex\n", "#define Attrib_TexCoord1 SkeletalSVector\n", "#define Attrib_TexCoord2 SkeletalTVector\n", "#define Attrib_TexCoord3 SkeletalNormal\n", "#endif\n", "#ifdef USEALPHAGENVERTEX\n", " VertexColor = Attrib_Color;\n", "#endif\n", " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n", " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n", " EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n", " EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n", " EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n", " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n", " ModelViewProjectionPosition = gl_Position;\n", "#ifdef USETRIPPY\n", " gl_Position = TrippyVertex(gl_Position);\n", "#endif\n", "}\n", "#endif\n", "\n", "#ifdef FRAGMENT_SHADER\n", "uniform sampler2D Texture_Normal;\n", "uniform sampler2D Texture_Refraction;\n", "uniform sampler2D Texture_Reflection;\n", "\n", "uniform mediump vec4 DistortScaleRefractReflect;\n", "uniform mediump vec4 ScreenScaleRefractReflect;\n", "uniform mediump vec4 ScreenCenterRefractReflect;\n", "uniform mediump vec4 RefractColor;\n", "uniform mediump vec4 ReflectColor;\n", "uniform mediump float ReflectFactor;\n", "uniform mediump float ReflectOffset;\n", "uniform highp float ClientTime;\n", "#ifdef USENORMALMAPSCROLLBLEND\n", "uniform highp vec2 NormalmapScrollBlend;\n", "#endif\n", "\n", "void main(void)\n", "{\n", " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n", " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n", " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n", " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n", " // slight water animation via 2 layer scrolling (todo: tweak)\n", "#ifdef USEALPHAGENVERTEX\n", " vec4 distort = DistortScaleRefractReflect * VertexColor.a;\n", " float reflectoffset = ReflectOffset * VertexColor.a;\n", " float reflectfactor = ReflectFactor * VertexColor.a;\n", " vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n", "#else\n", " vec4 distort = DistortScaleRefractReflect;\n", " float reflectoffset = ReflectOffset;\n", " float reflectfactor = ReflectFactor;\n", " vec4 refractcolor = RefractColor;\n", "#endif\n", " #ifdef USENORMALMAPSCROLLBLEND\n", " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n", " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n", " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;\n", " #else\n", " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;\n", " #endif\n", " // FIXME temporary hack to detect the case that the reflection\n", " // gets blackened at edges due to leaving the area that contains actual\n", " // content.\n", " // Remove this 'ack once we have a better way to stop this thing from\n", " // 'appening.\n", " float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n", " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n", " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n", " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n", " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n", " f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n", " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n", " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n", " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n", " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n", " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;\n", " dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n", "}\n", "#endif\n", "#else // !MODE_WATER\n", "\n", "\n", "\n", "\n", "// common definitions between vertex shader and fragment shader:\n", "\n", "dp_varying mediump vec4 TexCoordSurfaceLightmap;\n", "#ifdef USEVERTEXTEXTUREBLEND\n", "dp_varying mediump vec2 TexCoord2;\n", "#endif\n", "\n", "#ifdef MODE_LIGHTSOURCE\n", "dp_varying mediump vec3 CubeVector;\n", "#endif\n", "\n", "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n", "dp_varying mediump vec3 LightVector;\n", "#endif\n", "\n", "#ifdef USEEYEVECTOR\n", "dp_varying highp vec4 EyeVectorFogDepth;\n", "#endif\n", "\n", "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n", "dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n", "dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n", "dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n", "#else\n", "# ifdef USEFOG\n", "dp_varying highp vec3 EyeVectorModelSpace;\n", "# endif\n", "#endif\n", "\n", "#ifdef USEREFLECTION\n", "dp_varying highp vec4 ModelViewProjectionPosition;\n", "#endif\n", "#ifdef MODE_DEFERREDLIGHTSOURCE\n", "uniform highp vec3 LightPosition;\n", "dp_varying highp vec4 ModelViewPosition;\n", "#endif\n", "\n", "#ifdef MODE_LIGHTSOURCE\n", "uniform highp vec3 LightPosition;\n", "#endif\n", "uniform highp vec3 EyePosition;\n", "#ifdef MODE_LIGHTDIRECTION\n", "uniform highp vec3 LightDir;\n", "#endif\n", "uniform highp vec4 FogPlane;\n", "\n", "#ifdef USESHADOWMAPORTHO\n", "dp_varying highp vec3 ShadowMapTC;\n", "#endif\n", "\n", "#ifdef USEBOUNCEGRID\n", "dp_varying highp vec3 BounceGridTexCoord;\n", "#endif\n", "\n", "#ifdef MODE_DEFERREDGEOMETRY\n", "dp_varying highp float Depth;\n", "#endif\n", "\n", "\n", "\n", "\n", "\n", "\n", "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n", "\n", "// fragment shader specific:\n", "#ifdef FRAGMENT_SHADER\n", "\n", "uniform sampler2D Texture_Normal;\n", "uniform sampler2D Texture_Color;\n", "uniform sampler2D Texture_Gloss;\n", "#ifdef USEGLOW\n", "uniform sampler2D Texture_Glow;\n", "#endif\n", "#ifdef USEVERTEXTEXTUREBLEND\n", "uniform sampler2D Texture_SecondaryNormal;\n", "uniform sampler2D Texture_SecondaryColor;\n", "uniform sampler2D Texture_SecondaryGloss;\n", "#ifdef USEGLOW\n", "uniform sampler2D Texture_SecondaryGlow;\n", "#endif\n", "#endif\n", "#ifdef USECOLORMAPPING\n", "uniform sampler2D Texture_Pants;\n", "uniform sampler2D Texture_Shirt;\n", "#endif\n", "#ifdef USEFOG\n", "#ifdef USEFOGHEIGHTTEXTURE\n", "uniform sampler2D Texture_FogHeightTexture;\n", "#endif\n", "uniform sampler2D Texture_FogMask;\n", "#endif\n", "#ifdef USELIGHTMAP\n", "uniform sampler2D Texture_Lightmap;\n", "#endif\n", "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n", "uniform sampler2D Texture_Deluxemap;\n", "#endif\n", "#ifdef USEREFLECTION\n", "uniform sampler2D Texture_Reflection;\n", "#endif\n", "\n", "#ifdef MODE_DEFERREDLIGHTSOURCE\n", "uniform sampler2D Texture_ScreenNormalMap;\n", "#endif\n", "#ifdef USEDEFERREDLIGHTMAP\n", "#ifdef USECELOUTLINES\n", "uniform sampler2D Texture_ScreenNormalMap;\n", "#endif\n", "uniform sampler2D Texture_ScreenDiffuse;\n", "uniform sampler2D Texture_ScreenSpecular;\n", "#endif\n", "\n", "uniform mediump vec3 Color_Pants;\n", "uniform mediump vec3 Color_Shirt;\n", "uniform mediump vec3 FogColor;\n", "\n", "#ifdef USEFOG\n", "uniform highp float FogRangeRecip;\n", "uniform highp float FogPlaneViewDist;\n", "uniform highp float FogHeightFade;\n", "vec3 FogVertex(vec4 surfacecolor)\n", "{\n", "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n", " vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n", "#endif\n", " float FogPlaneVertexDist = EyeVectorFogDepth.w;\n", " float fogfrac;\n", " vec3 fc = FogColor;\n", "#ifdef USEFOGALPHAHACK\n", " fc *= surfacecolor.a;\n", "#endif\n", "#ifdef USEFOGHEIGHTTEXTURE\n", " vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n", " fogfrac = fogheightpixel.a;\n", " return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n", "#else\n", "# ifdef USEFOGOUTSIDE\n", " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n", "# else\n", " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n", "# endif\n", " return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n", "#endif\n", "}\n", "#endif\n", "\n", "#ifdef USEOFFSETMAPPING\n", "uniform mediump vec4 OffsetMapping_ScaleSteps;\n", "uniform mediump float OffsetMapping_Bias;\n", "#ifdef USEOFFSETMAPPING_LOD\n", "uniform mediump float OffsetMapping_LodDistance;\n", "#endif\n", "vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n", "{\n", " float i;\n", " // distance-based LOD\n", "#ifdef USEOFFSETMAPPING_LOD\n", " //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n", " //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n", " mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n", "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n", " // stupid workaround because 1-step and 2-step reliefmapping is void\n", " mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n", "#else\n", " mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n", "#endif\n", " mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n", " mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n", "#else\n", " #define ScaleSteps OffsetMapping_ScaleSteps\n", "#endif\n", "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n", " float f;\n", " // 14 sample relief mapping: linear search and then binary search\n", " // this basically steps forward a small amount repeatedly until it finds\n", " // itself inside solid, then jitters forward and back using decreasing\n", " // amounts to find the impact\n", " //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n", " //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n", " vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n", " vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n", " OffsetVector *= ScaleSteps.z;\n", " for(i = 1.0; i < ScaleSteps.y; ++i)\n", " RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n", " for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n", " RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n", " return RT.xy;\n", "#else\n", " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n", " //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n", " //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n", " vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n", " OffsetVector *= ScaleSteps.z;\n", " for(i = 0.0; i < ScaleSteps.y; ++i)\n", " TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n", " return TexCoord;\n", "#endif\n", "}\n", "#endif // USEOFFSETMAPPING\n", "\n", "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n", "uniform sampler2D Texture_Attenuation;\n", "uniform samplerCube Texture_Cube;\n", "#endif\n", "\n", "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n", "\n", "#ifdef USESHADOWMAP2D\n", "# ifdef USESHADOWSAMPLER\n", "uniform sampler2DShadow Texture_ShadowMap2D;\n", "# else\n", "uniform sampler2D Texture_ShadowMap2D;\n", "# endif\n", "#endif\n", "\n", "#ifdef USESHADOWMAPVSDCT\n", "uniform samplerCube Texture_CubeProjection;\n", "#endif\n", "\n", "#if defined(USESHADOWMAP2D)\n", "uniform mediump vec2 ShadowMap_TextureScale;\n", "uniform mediump vec4 ShadowMap_Parameters;\n", "#endif\n", "\n", "#if defined(USESHADOWMAP2D)\n", "# ifdef USESHADOWMAPORTHO\n", "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n", "# else\n", "# ifdef USESHADOWMAPVSDCT\n", "vec3 GetShadowMapTC2D(vec3 dir)\n", "{\n", " vec3 adir = abs(dir);\n", " float m = max(max(adir.x, adir.y), adir.z);\n", " vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n", "#ifdef USEDEPTHRGB\n", " return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n", "#else\n", " vec2 mparams = ShadowMap_Parameters.xy / m;\n", " return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n", "#endif\n", "}\n", "# else\n", "vec3 GetShadowMapTC2D(vec3 dir)\n", "{\n", " vec3 adir = abs(dir);\n", " float m; vec4 proj;\n", " if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }\n", " if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }\n", "#ifdef USEDEPTHRGB\n", " return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n", "#else\n", " vec2 mparams = ShadowMap_Parameters.xy / m;\n", " return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n", "#endif\n", "}\n", "# endif\n", "# endif\n", "#endif // defined(USESHADOWMAP2D)\n", "\n", "# ifdef USESHADOWMAP2D\n", "float ShadowMapCompare(vec3 dir)\n", "{\n", " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n", " float f;\n", "\n", "# ifdef USEDEPTHRGB\n", "# ifdef USESHADOWMAPPCF\n", "# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale))\n", "# if USESHADOWMAPPCF > 1\n", " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n", " center *= ShadowMap_TextureScale;\n", " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n", " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n", " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n", " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n", " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n", " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n", "# else\n", " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n", " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n", " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n", " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n", " vec3 cols = row2 + mix(row1, row3, offset.y);\n", " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n", "# endif\n", "# else\n", " f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale)));\n", "# endif\n", "# else\n", "# ifdef USESHADOWSAMPLER\n", "# ifdef USESHADOWMAPPCF\n", "# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) \n", " vec2 offset = fract(shadowmaptc.xy - 0.5);\n", " vec4 size = vec4(offset + 1.0, 2.0 - offset);\n", "# if USESHADOWMAPPCF > 1\n", " vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale;\n", " vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n", " f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +\n", " (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +\n", " (4.0/25.0)*texval(center);\n", "# else\n", " vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n", " f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));\n", "# endif \n", "# else\n", " f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n", "# endif\n", "# else\n", "# ifdef USESHADOWMAPPCF\n", "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n", "# ifdef GL_ARB_texture_gather\n", "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n", "# else\n", "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n", "# endif\n", " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n", "# if USESHADOWMAPPCF > 1\n", " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n", " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n", " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n", " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n", " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n", " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n", " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n", " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n", " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n", " vec4 locols = vec4(group1.ab, group3.ab);\n", " vec4 hicols = vec4(group7.rg, group9.rg);\n", " locols.yz += group2.ab;\n", " hicols.yz += group8.rg;\n", " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n", " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n", " mix(locols, hicols, offset.y);\n", " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n", " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n", " f = dot(cols, vec4(1.0/25.0));\n", "# else\n", " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n", " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n", " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n", " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n", " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n", " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n", " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n", "# endif\n", "# else\n", "# ifdef GL_EXT_gpu_shader4\n", "# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n", "# else\n", "# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n", "# endif\n", "# if USESHADOWMAPPCF > 1\n", " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n", " center *= ShadowMap_TextureScale;\n", " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n", " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n", " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n", " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n", " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n", " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n", "# else\n", " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n", " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n", " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n", " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n", " vec3 cols = row2 + mix(row1, row3, offset.y);\n", " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n", "# endif\n", "# endif\n", "# else\n", " f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n", "# endif\n", "# endif\n", "# endif\n", "# ifdef USESHADOWMAPORTHO\n", " return mix(ShadowMap_Parameters.w, 1.0, f);\n", "# else\n", " return f;\n", "# endif\n", "}\n", "# endif\n", "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n", "#endif // FRAGMENT_SHADER\n", "\n", "\n", "\n", "\n", "#ifdef MODE_DEFERREDGEOMETRY\n", "#ifdef VERTEX_SHADER\n", "uniform highp mat4 TexMatrix;\n", "#ifdef USEVERTEXTEXTUREBLEND\n", "uniform highp mat4 BackgroundTexMatrix;\n", "#endif\n", "uniform highp mat4 ModelViewMatrix;\n", "void main(void)\n", "{\n", "#ifdef USESKELETAL\n", " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n", " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n", " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n", " vec4 sw = Attrib_SkeletalWeight;\n", " vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n", " vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n", " vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n", " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n", " mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n", " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n", " vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n", " vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n", " vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n", "#define Attrib_Position SkeletalVertex\n", "#define Attrib_TexCoord1 SkeletalSVector\n", "#define Attrib_TexCoord2 SkeletalTVector\n", "#define Attrib_TexCoord3 SkeletalNormal\n", "#endif\n", " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n", "#ifdef USEVERTEXTEXTUREBLEND\n", " VertexColor = Attrib_Color;\n", " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n", "#endif\n", "\n", " // transform unnormalized eye direction into tangent space\n", "#ifdef USEOFFSETMAPPING\n", " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n", " EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n", " EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n", " EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n", " EyeVectorFogDepth.w = 0.0;\n", "#endif\n", "\n", " VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n", " VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n", " VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n", " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n", "#ifdef USETRIPPY\n", " gl_Position = TrippyVertex(gl_Position);\n", "#endif\n", " Depth = (ModelViewMatrix * Attrib_Position).z;\n", "}\n", "#endif // VERTEX_SHADER\n", "\n", "#ifdef FRAGMENT_SHADER\n", "void main(void)\n", "{\n", "#ifdef USEOFFSETMAPPING\n", " // apply offsetmapping\n", " vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n", " vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n", " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n", "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n", "#else\n", "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n", "#endif\n", "\n", "#ifdef USEALPHAKILL\n", " if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n", " discard;\n", "#endif\n", "\n", "#ifdef USEVERTEXTEXTUREBLEND\n", " float alpha = offsetMappedTexture2D(Texture_Color).a;\n", " float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n", " //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n", " //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n", "#endif\n", "\n", "#ifdef USEVERTEXTEXTUREBLEND\n", " vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n", " float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n", "#else\n", " vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n", " float a = offsetMappedTexture2D(Texture_Gloss).a;\n", "#endif\n", "\n", " vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n", " dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);\n", "}\n", "#endif // FRAGMENT_SHADER\n", "#else // !MODE_DEFERREDGEOMETRY\n", "\n", "\n", "\n", "\n", "#ifdef MODE_DEFERREDLIGHTSOURCE\n", "#ifdef VERTEX_SHADER\n", "uniform highp mat4 ModelViewMatrix;\n", "void main(void)\n", "{\n", " ModelViewPosition = ModelViewMatrix * Attrib_Position;\n", " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n", "}\n", "#endif // VERTEX_SHADER\n", "\n", "#ifdef FRAGMENT_SHADER\n", "uniform highp mat4 ViewToLight;\n", "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n", "uniform highp vec2 ScreenToDepth;\n", "uniform myhalf3 DeferredColor_Ambient;\n", "uniform myhalf3 DeferredColor_Diffuse;\n", "#ifdef USESPECULAR\n", "uniform myhalf3 DeferredColor_Specular;\n", "uniform myhalf SpecularPower;\n", "#endif\n", "uniform myhalf2 PixelToScreenTexCoord;\n", "void main(void)\n", "{\n", " // calculate viewspace pixel position\n", " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n", " vec3 position;\n", " // get the geometry information (depth, normal, specular exponent)\n", " myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n", " // decode viewspace pixel normal\n", "// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n", " myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n", " // decode viewspace pixel position\n", "// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n", " position.z = normalmap.b;\n", "// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n", " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n", "\n", " // now do the actual shading\n", " // surfacenormal = pixel normal in viewspace\n", " // LightVector = pixel to light in viewspace\n", " // CubeVector = pixel in lightspace\n", " // eyenormal = pixel to view direction in viewspace\n", " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n", " myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n", "#ifdef USEDIFFUSE\n", " // calculate diffuse shading\n", " myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));\n", "SHADEDIFFUSE\n", "#endif\n", "#ifdef USESPECULAR\n", " // calculate directional shading\n", " myhalf3 eyenormal = -normalize(cast_myhalf3(position));\n", "SHADESPECULAR(SpecularPower * normalmap.a)\n", "#endif\n", "\n", "#if defined(USESHADOWMAP2D)\n", " fade *= ShadowMapCompare(CubeVector);\n", "#endif\n", "\n", "#ifdef USESPECULAR\n", " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n", " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n", "# ifdef USECUBEFILTER\n", " vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n", " gl_FragData[0].rgb *= cubecolor;\n", " gl_FragData[1].rgb *= cubecolor;\n", "# endif\n", "#else\n", "# ifdef USEDIFFUSE\n", " gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n", "# else\n", " gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n", "# endif\n", "# ifdef USECUBEFILTER\n", " vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n", " gl_FragColor.rgb *= cubecolor;\n", "# endif\n", "#endif\n", "}\n", "#endif // FRAGMENT_SHADER\n", "#else // !MODE_DEFERREDLIGHTSOURCE\n", "\n", "\n", "\n", "\n", "#ifdef VERTEX_SHADER\n", "uniform highp mat4 TexMatrix;\n", "#ifdef USEVERTEXTEXTUREBLEND\n", "uniform highp mat4 BackgroundTexMatrix;\n", "#endif\n", "#ifdef MODE_LIGHTSOURCE\n", "uniform highp mat4 ModelToLight;\n", "#endif\n", "#ifdef USESHADOWMAPORTHO\n", "uniform highp mat4 ShadowMapMatrix;\n", "#endif\n", "#ifdef USEBOUNCEGRID\n", "uniform highp mat4 BounceGridMatrix;\n", "#endif\n", "void main(void)\n", "{\n", "#ifdef USESKELETAL\n", " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n", " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n", " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n", " vec4 sw = Attrib_SkeletalWeight;\n", " vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n", " vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n", " vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n", " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n", "// ivec4 si = ivec4(Attrib_SkeletalIndex);\n", "// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;\n", " mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n", " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n", " SkeletalVertex.w = 1.0;\n", " vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n", " vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n", " vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n", "#define Attrib_Position SkeletalVertex\n", "#define Attrib_TexCoord1 SkeletalSVector\n", "#define Attrib_TexCoord2 SkeletalTVector\n", "#define Attrib_TexCoord3 SkeletalNormal\n", "#endif\n", "\n", "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n", " VertexColor = Attrib_Color;\n", "#endif\n", " // copy the surface texcoord\n", "#ifdef USELIGHTMAP\n", " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n", "#else\n", " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n", "#endif\n", "#ifdef USEVERTEXTEXTUREBLEND\n", " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n", "#endif\n", "\n", "#ifdef USEBOUNCEGRID\n", " BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n", "#ifdef USEBOUNCEGRIDDIRECTIONAL\n", " BounceGridTexCoord.z *= 0.125;\n", "#endif\n", "#endif\n", "\n", "#ifdef MODE_LIGHTSOURCE\n", " // transform vertex position into light attenuation/cubemap space\n", " // (-1 to +1 across the light box)\n", " CubeVector = vec3(ModelToLight * Attrib_Position);\n", "\n", "# ifdef USEDIFFUSE\n", " // transform unnormalized light direction into tangent space\n", " // (we use unnormalized to ensure that it interpolates correctly and then\n", " // normalize it per pixel)\n", " vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n", " LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n", " LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n", " LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n", "# endif\n", "#endif\n", "\n", "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n", " LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n", " LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n", " LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n", "#endif\n", "\n", " // transform unnormalized eye direction into tangent space\n", "#ifdef USEEYEVECTOR\n", " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n", " EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n", " EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n", " EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n", "#ifdef USEFOG\n", " EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n", "#else\n", " EyeVectorFogDepth.w = 0.0;\n", "#endif\n", "#endif\n", "\n", "\n", "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n", "# ifdef USEFOG\n", " VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n", " VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n", " VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n", "# else\n", " VectorS = vec4(Attrib_TexCoord1, 0);\n", " VectorT = vec4(Attrib_TexCoord2, 0);\n", " VectorR = vec4(Attrib_TexCoord3, 0);\n", "# endif\n", "#else\n", "# ifdef USEFOG\n", " EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n", "# endif\n", "#endif\n", "\n", " // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n", " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n", "\n", "#ifdef USESHADOWMAPORTHO\n", " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n", "#endif\n", "\n", "#ifdef USEREFLECTION\n", " ModelViewProjectionPosition = gl_Position;\n", "#endif\n", "#ifdef USETRIPPY\n", " gl_Position = TrippyVertex(gl_Position);\n", "#endif\n", "}\n", "#endif // VERTEX_SHADER\n", "\n", "\n", "\n", "\n", "#ifdef FRAGMENT_SHADER\n", "#ifdef USEDEFERREDLIGHTMAP\n", "uniform myhalf2 PixelToScreenTexCoord;\n", "uniform myhalf3 DeferredMod_Diffuse;\n", "uniform myhalf3 DeferredMod_Specular;\n", "#endif\n", "uniform myhalf3 Color_Ambient;\n", "uniform myhalf3 Color_Diffuse;\n", "uniform myhalf3 Color_Specular;\n", "uniform myhalf SpecularPower;\n", "#ifdef USEGLOW\n", "uniform myhalf3 Color_Glow;\n", "#endif\n", "uniform myhalf Alpha;\n", "#ifdef USEREFLECTION\n", "uniform mediump vec4 DistortScaleRefractReflect;\n", "uniform mediump vec4 ScreenScaleRefractReflect;\n", "uniform mediump vec4 ScreenCenterRefractReflect;\n", "uniform mediump vec4 ReflectColor;\n", "#endif\n", "#ifdef USEREFLECTCUBE\n", "uniform highp mat4 ModelToReflectCube;\n", "uniform sampler2D Texture_ReflectMask;\n", "uniform samplerCube Texture_ReflectCube;\n", "#endif\n", "#ifdef MODE_LIGHTDIRECTION\n", "uniform myhalf3 LightColor;\n", "#endif\n", "#ifdef MODE_LIGHTSOURCE\n", "uniform myhalf3 LightColor;\n", "#endif\n", "#ifdef USEBOUNCEGRID\n", "uniform sampler3D Texture_BounceGrid;\n", "uniform float BounceGridIntensity;\n", "uniform highp mat4 BounceGridMatrix;\n", "#endif\n", "uniform highp float ClientTime;\n", "#ifdef USENORMALMAPSCROLLBLEND\n", "uniform highp vec2 NormalmapScrollBlend;\n", "#endif\n", "void main(void)\n", "{\n", "#ifdef USEOFFSETMAPPING\n", " // apply offsetmapping\n", " vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n", " vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n", " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n", "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n", "# define TexCoord TexCoordOffset\n", "#else\n", "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n", "# define TexCoord TexCoordSurfaceLightmap.xy\n", "#endif\n", "\n", " // combine the diffuse textures (base, pants, shirt)\n", " myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));\n", "#ifdef USEALPHAKILL\n", " if (color.a < 0.5)\n", " discard;\n", "#endif\n", " color.a *= Alpha;\n", "#ifdef USECOLORMAPPING\n", " color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n", "#endif\n", "#ifdef USEVERTEXTEXTUREBLEND\n", "#ifdef USEBOTHALPHAS\n", " myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n", " myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));\n", " color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n", "#else\n", " myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));\n", " //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));\n", " //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;\n", " color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n", "#endif\n", " color.a = 1.0;\n", " //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);\n", "#endif\n", "#ifdef USEALPHAGENVERTEX\n", " color.a *= VertexColor.a;\n", "#endif\n", "\n", " // get the surface normal\n", "#ifdef USEVERTEXTEXTUREBLEND\n", " myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));\n", "#else\n", " myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));\n", "#endif\n", "\n", " // get the material colors\n", " myhalf3 diffusetex = color.rgb;\n", "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n", "# ifdef USEVERTEXTEXTUREBLEND\n", " myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n", "# else\n", " myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));\n", "# endif\n", "#endif\n", "\n", "#ifdef USEREFLECTCUBE\n", " myhalf3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n", " myhalf3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n", " myhalf3 ReflectCubeTexCoord = cast_myhalf3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n", " diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n", "#endif\n", "\n", "#ifdef USESPECULAR\n", " myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));\n", "#endif\n", "\n", "\n", "\n", "\n", "#ifdef MODE_LIGHTSOURCE\n", " // light source\n", "#ifdef USEDIFFUSE\n", " myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n", "SHADEDIFFUSE\n", " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n", "#ifdef USESPECULAR\n", "SHADESPECULAR(SpecularPower * glosstex.a)\n", " color.rgb += glosstex.rgb * (specular * Color_Specular);\n", "#endif\n", "#else\n", " color.rgb = diffusetex * Color_Ambient;\n", "#endif\n", " color.rgb *= LightColor;\n", " color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n", "#if defined(USESHADOWMAP2D)\n", " color.rgb *= ShadowMapCompare(CubeVector);\n", "#endif\n", "# ifdef USECUBEFILTER\n", " color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n", "# endif\n", "#endif // MODE_LIGHTSOURCE\n", "\n", "\n", "\n", "\n", "#ifdef MODE_LIGHTDIRECTION\n", " #define SHADING\n", " #ifdef USEDIFFUSE\n", " myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n", " #endif\n", " #define lightcolor LightColor\n", "#endif // MODE_LIGHTDIRECTION\n", "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " #define SHADING\n", " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n", " myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n", " myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n", " // convert modelspace light vector to tangentspace\n", " myhalf3 lightnormal;\n", " lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n", " lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n", " lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));\n", " lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n", " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n", " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n", " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n", " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n", " // to map the luxels to coordinates on the draw surfaces), which also causes\n", " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n", " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n", " // nudge is done here at expense of some additional fps. This is ONLY needed for\n", " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n", " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n", "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " #define SHADING\n", " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n", " myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n", " myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n", "#endif\n", "#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n", " #define SHADING\n", " // forced deluxemap on lightmapped/vertexlit surfaces\n", " myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);\n", " #ifdef USELIGHTMAP\n", " myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n", " #else\n", " myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n", " #endif\n", "#endif\n", "#ifdef MODE_FAKELIGHT\n", " #define SHADING\n", " myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n", " myhalf3 lightcolor = cast_myhalf3(1.0);\n", "#endif // MODE_FAKELIGHT\n", "\n", "\n", "\n", "\n", "#ifdef MODE_LIGHTMAP\n", " color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n", "#endif // MODE_LIGHTMAP\n", "#ifdef MODE_VERTEXCOLOR\n", " color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);\n", "#endif // MODE_VERTEXCOLOR\n", "#ifdef MODE_FLATCOLOR\n", " color.rgb = diffusetex * Color_Ambient;\n", "#endif // MODE_FLATCOLOR\n", "\n", "\n", "\n", "\n", "#ifdef SHADING\n", "# ifdef USEDIFFUSE\n", "SHADEDIFFUSE\n", "# ifdef USESPECULAR\n", "SHADESPECULAR(SpecularPower * glosstex.a)\n", " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n", "# else\n", " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n", "# endif\n", "# else\n", " color.rgb = diffusetex * Color_Ambient;\n", "# endif\n", "#endif\n", "\n", "#ifdef USESHADOWMAPORTHO\n", " color.rgb *= ShadowMapCompare(ShadowMapTC);\n", "#endif\n", "\n", "#ifdef USEDEFERREDLIGHTMAP\n", " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n", " color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n", " color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n", "// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);\n", "#endif\n", "\n", "#ifdef USEBOUNCEGRID\n", "#ifdef USEBOUNCEGRIDDIRECTIONAL\n", "// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord ));\n", "// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);\n", " myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n", " myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n", " myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n", " myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n", " myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n", " myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n", " myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n", " myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n", " myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n", "// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);\n", " myhalf3 bouncegrid_light = cast_myhalf3(\n", " dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n", " dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n", " dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n", " color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n", "// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n", "#else\n", " color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n", "#endif\n", "#endif\n", "\n", "#ifdef USEGLOW\n", "#ifdef USEVERTEXTEXTUREBLEND\n", " color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n", "#else\n", " color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n", "#endif\n", "#endif\n", "\n", "#ifdef USECELOUTLINES\n", "# ifdef USEDEFERREDLIGHTMAP\n", "// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n", " vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);\n", " vec4 DepthNeighbors;\n", "\n", " // enable to test ink on white geometry\n", "// color.rgb = vec3(1.0, 1.0, 1.0);\n", "\n", " // note: this seems to be negative\n", " float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;\n", "\n", " // edge detect method\n", "// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;\n", "// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;\n", "// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;\n", "// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;\n", "// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));\n", "// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));\n", "// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));\n", "// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); \n", "\n", " // shadow method\n", " float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)\n", "// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)\n", "// float DepthScale1 = 0.003;\n", " float DepthScale2 = DepthScale1 / 2.0;\n", "// float DepthScale3 = DepthScale1 / 4.0;\n", " float DepthBias1 = -DepthCenter * DepthScale1;\n", " float DepthBias2 = -DepthCenter * DepthScale2;\n", "// float DepthBias3 = -DepthCenter * DepthScale3;\n", " float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1)\n", " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1)\n", " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)\n", " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1)\n", " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2)\n", " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2)\n", " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)\n", " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2)\n", "// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3)\n", "// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3)\n", "// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)\n", "// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3)\n", " - 0.0;\n", " color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));\n", "// color.r = DepthCenter / -1024.0;\n", "# endif\n", "#endif\n", "\n", "#ifdef USEFOG\n", " color.rgb = FogVertex(color);\n", "#endif\n", "\n", " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n", "#ifdef USEREFLECTION\n", " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n", " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n", " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n", " #ifdef USENORMALMAPSCROLLBLEND\n", "# ifdef USEOFFSETMAPPING\n", " vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);\n", "# else\n", " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n", "# endif\n", " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n", " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n", " #else\n", " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n", " #endif\n", " // FIXME temporary hack to detect the case that the reflection\n", " // gets blackened at edges due to leaving the area that contains actual\n", " // content.\n", " // Remove this 'ack once we have a better way to stop this thing from\n", " // 'appening.\n", " float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n", " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n", " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n", " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n", " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n", " color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n", "#endif\n", "\n", " dp_FragColor = vec4(color);\n", "}\n", "#endif // FRAGMENT_SHADER\n", "\n", "#endif // !MODE_DEFERREDLIGHTSOURCE\n", "#endif // !MODE_DEFERREDGEOMETRY\n", "#endif // !MODE_WATER\n", "#endif // !MODE_REFRACTION\n", "#endif // !MODE_BLOOMBLUR\n", "#endif // !MODE_GENERIC\n", "#endif // !MODE_POSTPROCESS\n", "#endif // !MODE_DEPTH_OR_SHADOW\n",