Platform: GLSL improvements, introduction of r_skipDiffuse, r_skipNormal

and r_skipSpecular
This commit is contained in:
Marco Cawthorne 2020-10-27 05:41:11 +01:00
parent 624a68bf7f
commit 185c7de151
18 changed files with 476 additions and 374 deletions

View file

@ -21,8 +21,8 @@
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
!!cvardf dev_skipdiffuse
!!cvardf dev_skipnormal
!!cvardf r_skipDiffuse
!!cvardf r_skipNormal
#include "sys/defs.h"
@ -80,6 +80,7 @@ varying vec2 lm1, lm2, lm3;
return lightmaps;
}
#if r_skipNormal==0
vec3 lightmap_fragment(vec3 normal_f)
{
#ifndef DELUXE
@ -99,29 +100,28 @@ varying vec2 lm1, lm2, lm3;
return lightmaps;
#endif
}
#endif
void main (void)
{
vec4 diffuse_f;
vec3 normal_f;
normal_f = normalize(texture2D(s_t1, tex_c).rgb - 0.5);
if (float(dev_skipdiffuse) == 1.0) {
diffuse_f = vec4(1.0,1.0,1.0,1.0);
} else {
diffuse_f = texture2D(s_t0, tex_c);
}
#if r_skipDiffuse==0
diffuse_f = texture2D(s_t0, tex_c);
#else
diffuse_f = vec4(1.0,1.0,1.0,1.0);
#endif
#ifdef FAKESHADOWS
diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
if (float(dev_skipnormal) == 1.0) {
diffuse_f.rgb *= lightmap_fragment();
} else {
diffuse_f.rgb *= lightmap_fragment(normal_f);
}
#if r_skipNormal==0
vec3 normal_f = normalize(texture2D(s_t1, tex_c).rgb - 0.5);
diffuse_f.rgb *= lightmap_fragment(normal_f);
#else
diffuse_f.rgb *= lightmap_fragment();
#endif
gl_FragColor = fog4(diffuse_f);
}

View file

@ -15,7 +15,8 @@
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
!!cvardf dev_skipnormal
!!cvardf r_skipDiffuse
!!cvardf r_skipNormal
#include "sys/defs.h"
@ -72,26 +73,42 @@ varying vec2 lm1, lm2, lm3;
return lightmaps;
}
vec3 lightmap_fragment (vec3 normal_f)
#if r_skipNormal==0
vec3 lightmap_fragment(vec3 normal_f)
{
#ifndef DELUXE
return lightmap_fragment();
#else
vec3 lightmaps;
#ifdef LIGHTSTYLED
#if defined(LIGHTSTYLED)
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(normal_f, (texture2D(s_deluxemap0, lm0).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(normal_f, (texture2D(s_deluxemap1, lm1).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(normal_f, (texture2D(s_deluxemap2, lm2).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(normal_f, (texture2D(s_deluxemap3, lm3).rgb - 0.5) * 2.0);
#else
#else
lightmaps = texture2D(s_lightmap, lm0).rgb * e_lmscale.rgb * dot(normal_f, (texture2D(s_deluxemap, lm0).rgb - 0.5) * 2.0);
#endif
#endif
return lightmaps;
#endif
}
#endif
void main (void)
{
#if r_skipDiffuse==0
vec4 diffuse_f = texture2D(s_diffuse, tex_c);
#else
vec4 diffuse_f = vec4(1.0,1.0,1.0,1.0);
#endif
#if r_skipNormal==1
vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
#else
#define normal_f vec3(0.0,0.0,1.0)
#endif
if (diffuse_f.a < 0.5) {
discard;
}
@ -100,11 +117,11 @@ varying vec2 lm1, lm2, lm3;
diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
if (float(dev_skipnormal) == 1.0) {
diffuse_f.rgb *= lightmap_fragment();
} else {
diffuse_f.rgb *= lightmap_fragment(normal_f);
}
#if r_skipNormal==1
diffuse_f.rgb *= lightmap_fragment();
#else
diffuse_f.rgb *= lightmap_fragment(normal_f);
#endif
gl_FragColor = fog4(diffuse_f);
}

View file

@ -16,6 +16,8 @@
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
!!cvardf r_skipSpecular
#include "sys/defs.h"
varying vec2 tex_c;
@ -80,33 +82,44 @@ varying vec2 lm1, lm2, lm3;
return lightmaps;
}
vec3 lightmap_fragment (vec3 normal_f)
#if r_skipNormal==0
vec3 lightmap_fragment(vec3 normal_f)
{
#ifndef DELUXE
return lightmap_fragment();
#else
vec3 lightmaps;
#ifdef LIGHTSTYLED
#if defined(LIGHTSTYLED)
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(normal_f, (texture2D(s_deluxemap0, lm0).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(normal_f, (texture2D(s_deluxemap1, lm1).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(normal_f, (texture2D(s_deluxemap2, lm2).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(normal_f, (texture2D(s_deluxemap3, lm3).rgb - 0.5) * 2.0);
#else
#else
lightmaps = texture2D(s_lightmap, lm0).rgb * e_lmscale.rgb * dot(normal_f, (texture2D(s_deluxemap, lm0).rgb - 0.5) * 2.0);
#endif
#endif
return lightmaps;
#endif
}
#endif
void main (void)
{
vec2 stc;
vec4 diffuse_f = texture2D(s_diffuse, tex_c);
vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
/* modulate the final pixel with the lightmap value */
if (float(dev_skipnormal) == 1.0) {
diffuse_f.rgb *= lightmap_fragment();
} else {
diffuse_f.rgb *= lightmap_fragment(normal_f);
}
#if r_skipNormal==1
vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
#else
#define normal_f vec3(0.0,0.0,0.5)
#endif
#if r_skipNormal==1
diffuse_f.rgb *= lightmap_fragment();
#else
diffuse_f.rgb *= lightmap_fragment(normal_f);
#endif
/* map the reflection buffer onto the surface */
stc = (1.0 + (tf.xy / tf.w)) * 0.5;
@ -115,9 +128,9 @@ varying vec2 lm1, lm2, lm3;
diffuse_f.rgb = mix(texture2D(s_reflection, stc).rgb, diffuse_f.rgb, diffuse_f.a);
diffuse_f.a = 1.0;
#ifdef FAKESHADOWS
#ifdef FAKESHADOWS
diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
#endif
gl_FragColor = fog4(diffuse_f);
}

View file

@ -16,7 +16,9 @@
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
!!cvardf dev_skipnormal
!!cvardf r_skipDiffuse
!!cvardf r_skipNormal
!!cvardf r_skipSpecular
#include "sys/defs.h"
@ -84,46 +86,69 @@ varying vec2 lm1, lm2, lm3;
return lightmaps;
}
vec3 lightmap_fragment (vec3 normal_f)
#if r_skipNormal==0
vec3 lightmap_fragment(vec3 normal_f)
{
#ifndef DELUXE
return lightmap_fragment();
#else
vec3 lightmaps;
#ifdef LIGHTSTYLED
#if defined(LIGHTSTYLED)
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(normal_f, (texture2D(s_deluxemap0, lm0).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(normal_f, (texture2D(s_deluxemap1, lm1).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(normal_f, (texture2D(s_deluxemap2, lm2).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(normal_f, (texture2D(s_deluxemap3, lm3).rgb - 0.5) * 2.0);
#else
#else
lightmaps = texture2D(s_lightmap, lm0).rgb * e_lmscale.rgb * dot(normal_f, (texture2D(s_deluxemap, lm0).rgb - 0.5) * 2.0);
#endif
#endif
return lightmaps;
#endif
}
#endif
void main (void)
{
vec3 cube_c;
vec4 out_f = vec4(1.0, 1.0, 1.0, 1.0);
vec4 diffuse_f = texture2D(s_t0, tex_c);
vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
vec3 env_f;
if (float(dev_skipnormal) == 1.0) {
diffuse_f.rgb *= lightmap_fragment();
} else {
diffuse_f.rgb *= lightmap_fragment(normal_f);
}
#if r_skipDiffuse==0
vec4 diffuse_f = texture2D(s_diffuse, tex_c);
#else
vec4 diffuse_f = vec4(1.0,1.0,1.0,1.0);
#endif
#if r_skipNormal==0
vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
#define refl diffuse_f.a
#else
#define normal_f vec3(0.0,0.0,1.0)
#define refl (diffuse_f.a / 2.0) + 0.5
#endif
#if r_skipNormal==1
diffuse_f.rgb *= lightmap_fragment();
#else
diffuse_f.rgb *= lightmap_fragment(normal_f);
#endif
#ifdef FAKESHADOWS
diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
#if r_skipSpecular==0
vec4 out_f = vec4(1.0, 1.0, 1.0, 1.0);
cube_c = reflect(normalize(-eyevector), normal_f.rgb);
cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];
cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
env_f = textureCube(s_box, cube_c).rgb * (e_lmscale.rgb * 0.25);
out_f.rgb = mix(env_f, diffuse_f.rgb, diffuse_f.a);
out_f.rgb = mix(env_f, diffuse_f.rgb, refl);
// Add fog to the final fragment
gl_FragColor = fog4(out_f);
#else
gl_FragColor = fog4(diffuse_f);;
#endif
}
#endif

View file

@ -16,7 +16,8 @@
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
!!cvardf dev_skipnormal
!!cvardf r_skipNormal
!!cvardf r_skipSpecular
#include "sys/defs.h"
@ -80,28 +81,45 @@ varying vec2 lm1, lm2, lm3;
return lightmaps;
}
vec3 lightmap_fragment (vec3 normal_f)
#if r_skipNormal==0
vec3 lightmap_fragment(vec3 normal_f)
{
#ifndef DELUXE
return lightmap_fragment();
#else
vec3 lightmaps;
#ifdef LIGHTSTYLED
#if defined(LIGHTSTYLED)
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(normal_f, (texture2D(s_deluxemap0, lm0).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(normal_f, (texture2D(s_deluxemap1, lm1).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(normal_f, (texture2D(s_deluxemap2, lm2).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(normal_f, (texture2D(s_deluxemap3, lm3).rgb - 0.5) * 2.0);
#else
#else
lightmaps = texture2D(s_lightmap, lm0).rgb * e_lmscale.rgb * dot(normal_f, (texture2D(s_deluxemap, lm0).rgb - 0.5) * 2.0);
#endif
#endif
return lightmaps;
#endif
}
#endif
void main (void)
{
vec4 diffuse_f = texture2D(s_diffuse, tex_c);
vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
float gloss = texture2D(s_normalmap, tex_c).a * 0.1;
float spec;
#if r_skipDiffuse==0
vec4 diffuse_f = texture2D(s_diffuse, tex_c);
#else
#define diffuse_f vec4(1.0, 1.0, 1.0, 1.0)
#endif
#if r_skipNormals==1
vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
#else
#define normal_f vec3(0.0,0.0,0.5)
#endif
if (diffuse_f.a < 0.5) {
discard;
}
@ -110,16 +128,18 @@ varying vec2 lm1, lm2, lm3;
diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
if (float(dev_skipnormal) == 1.0) {
diffuse_f.rgb *= lightmap_fragment();
} else {
diffuse_f.rgb *= lightmap_fragment(normal_f);
}
#if r_skipNormal==1
diffuse_f.rgb *= lightmap_fragment();
#else
diffuse_f.rgb *= lightmap_fragment(normal_f);
#endif
#if r_skipSpecular==0
vec3 halfdir = normalize(normalize(eyevector) - e_light_dir);
spec = pow(max(dot(halfdir, normal_f), 0.0), FTE_SPECULAR_EXPONENT);
spec *= 0.05;
diffuse_f.rgb += spec;
#endif
gl_FragColor = fog4(diffuse_f);
}

View file

@ -14,10 +14,11 @@
!!permu FAKESHADOWS
!!cvardf r_glsl_pcf
!!cvardf r_skipDiffuse
!!cvardf r_skipNormal
!!cvardf r_skipSpecular
!!samps =FAKESHADOWS shadowmap
!!cvardf dev_skipnormal
#include "sys/defs.h"
varying vec2 tex_c;
@ -80,27 +81,42 @@ varying vec2 lm1, lm2, lm3;
return lightmaps;
}
vec3 lightmap_fragment (vec3 normal_f)
#if r_skipNormal==0
vec3 lightmap_fragment(vec3 normal_f)
{
#ifndef DELUXE
return lightmap_fragment();
#else
vec3 lightmaps;
#ifdef LIGHTSTYLED
#if defined(LIGHTSTYLED)
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(normal_f, (texture2D(s_deluxemap0, lm0).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(normal_f, (texture2D(s_deluxemap1, lm1).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(normal_f, (texture2D(s_deluxemap2, lm2).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(normal_f, (texture2D(s_deluxemap3, lm3).rgb - 0.5) * 2.0);
#else
#else
lightmaps = texture2D(s_lightmap, lm0).rgb * e_lmscale.rgb * dot(normal_f, (texture2D(s_deluxemap, lm0).rgb - 0.5) * 2.0);
#endif
#endif
return lightmaps;
#endif
}
#endif
void main (void)
{
#if r_skipDiffuse==0
vec4 diffuse_f = texture2D(s_diffuse, tex_c);
vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
float gloss = texture2D(s_normalmap, tex_c).a * 0.1;
#else
vec4 diffuse_f = vec4(1.0,1.0,1.0,1.0);
#endif
#if r_skipNormal==1
vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
#else
#define normal_f vec3(0.0,0.0,0.5)
#endif
if (diffuse_f.a < 0.5) {
discard;
}
@ -109,18 +125,19 @@ varying vec2 lm1, lm2, lm3;
diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
/* lightmap */
if (float(dev_skipnormal) == 1.0) {
diffuse_f.rgb *= lightmap_fragment();
} else {
diffuse_f.rgb *= lightmap_fragment(normal_f);
}
#if r_skipNormal==1
diffuse_f.rgb *= lightmap_fragment();
#else
diffuse_f.rgb *= lightmap_fragment(normal_f);
#endif
/* specular */
#if r_skipSpecular==0
float gloss = texture2D(s_normalmap, tex_c).a * 0.1;
vec3 halfdir = normalize(normalize(eyevector) - e_light_dir);
float spec = pow(max(dot(halfdir, normal_f), 0.0), FTE_SPECULAR_EXPONENT);
spec *= gloss;
diffuse_f.rgb += spec;
#endif
gl_FragColor = fog4(diffuse_f);
}

View file

@ -16,7 +16,8 @@
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
!!cvardf dev_skipnormal
!!cvardf r_skipNormal
!!cvardf r_skipSpecular
#include "sys/defs.h"
@ -37,11 +38,11 @@ varying vec4 vtexprojcoord;
void lightmapped_init(void)
{
lm0 = v_lmcoord;
#ifdef LIGHTSTYLED
#ifdef LIGHTSTYLED
lm1 = v_lmcoord2;
lm2 = v_lmcoord3;
lm3 = v_lmcoord4;
#endif
#endif
}
void main (void)
@ -84,27 +85,45 @@ varying vec4 vtexprojcoord;
return lightmaps;
}
vec3 lightmap_fragment (vec3 normal_f)
#if r_skipNormal==0
vec3 lightmap_fragment(vec3 normal_f)
{
#ifndef DELUXE
return lightmap_fragment();
#else
vec3 lightmaps;
#ifdef LIGHTSTYLED
#if defined(LIGHTSTYLED)
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(normal_f, (texture2D(s_deluxemap0, lm0).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(normal_f, (texture2D(s_deluxemap1, lm1).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(normal_f, (texture2D(s_deluxemap2, lm2).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(normal_f, (texture2D(s_deluxemap3, lm3).rgb - 0.5) * 2.0);
#else
#else
lightmaps = texture2D(s_lightmap, lm0).rgb * e_lmscale.rgb * dot(normal_f, (texture2D(s_deluxemap, lm0).rgb - 0.5) * 2.0);
#endif
#endif
return lightmaps;
#endif
}
#endif
void main (void)
{
vec3 cube_c;
vec4 out_f = vec4(1.0, 1.0, 1.0, 1.0);
#if r_skipDiffuse==0
vec4 diffuse_f = texture2D(s_diffuse, tex_c);
#else
#define diffuse_f vec4(1.0, 1.0, 1.0, 1.0)
#endif
#if r_skipNormal==1
vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
#else
#define normal_f vec3(0.0,0.0,0.5)
#endif
float gloss = texture2D(s_normalmap, tex_c).a;
float spec;
@ -112,20 +131,23 @@ varying vec4 vtexprojcoord;
spec = pow(max(dot(halfdir, normal_f), 0.0), FTE_SPECULAR_EXPONENT);
spec *= (gloss * 0.1);
if (float(dev_skipnormal) == 1.0) {
diffuse_f.rgb *= lightmap_fragment();
} else {
diffuse_f.rgb *= lightmap_fragment(normal_f);
}
#if r_skipNormal==1
diffuse_f.rgb *= lightmap_fragment();
#else
diffuse_f.rgb *= lightmap_fragment(normal_f);
#endif
#ifdef FAKESHADOWS
#ifdef FAKESHADOWS
diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
#endif
#if r_skipSpecular==0
cube_c = reflect(normalize(-eyevector), normal_f.rgb);
cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];
cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
out_f.rgb = mix(textureCube(s_reflectcube, cube_c).rgb, diffuse_f.rgb, gloss);
#endif
out_f.rgb += spec;
gl_FragColor = fog4(out_f);

View file

@ -8,24 +8,17 @@
//==============================================================================
!!ver 100 300
!!permu TESS
!!permu BUMP
!!permu FRAMEBLEND
!!permu SKELETAL
!!permu UPPERLOWER
!!permu FOG
!!permu REFLECTCUBEMASK
!!cvarf r_glsl_offsetmapping_scale
!!cvardf r_glsl_pcf
!!cvardf r_tessellation_level=5
!!samps diffuse normalmap specular upper lower reflectcube reflectmask
!!samps =PCF shadowmap
!!samps =CUBE projectionmap
!!cvardf dev_skipnormal
#if defined(ORM) || defined(SG)
#define PBR
#endif
!!cvardf r_skipNormal
#include "sys/defs.h"
@ -43,26 +36,19 @@
#extension GL_ARB_texture_gather : enable
#endif
#ifdef UPPERLOWER
#define UPPER
#define LOWER
#endif
//if there's no vertex normals known, disable some stuff.
//FIXME: this results in dupe permutations.
#ifdef NOBUMP
#undef SPECULAR
#undef BUMP
#undef OFFSETMAPPING
#endif
#if !defined(TESS_CONTROL_SHADER)
varying vec2 tcbase;
varying vec2 tex_c;
varying vec3 lightvector;
#if defined(VERTEXCOLOURS)
varying vec4 vc;
#endif
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
#if defined(SPECULAR) || defined(REFLECTCUBEMASK)
varying vec3 eyevector;
#endif
#ifdef REFLECTCUBEMASK
@ -71,22 +57,19 @@
#if defined(PCF) || defined(CUBE) || defined(SPOT) || defined(ORTHO)
varying vec4 vtexprojcoord;
#endif
#endif
#ifdef VERTEX_SHADER
#ifdef TESS
varying vec3 vertex, normal;
#endif
#include "sys/skeletal.h"
void main ()
{
vec3 n, s, t, w;
gl_Position = skeletaltransform_wnst(w,n,s,t);
n = normalize(n);
s = normalize(s);
t = normalize(t);
tcbase = v_texcoord; //pass the texture coords straight through
n = normalize(n);
s = normalize(s);
t = normalize(t);
tex_c = v_texcoord; //pass the texture coords straight through
#ifdef ORTHO
vec3 lightminusvertex = -l_lightdirection;
lightvector.x = dot(lightminusvertex, s.xyz);
@ -107,7 +90,7 @@ t = normalize(t);
#if defined(VERTEXCOLOURS)
vc = v_colour;
#endif
#if defined(SPECULAR)||defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
#if defined(SPECULAR) || defined(REFLECTCUBEMASK)
vec3 eyeminusvertex = e_eyepos - w.xyz;
eyevector.x = dot(eyeminusvertex, s.xyz);
eyevector.y = dot(eyeminusvertex, t.xyz);
@ -121,130 +104,15 @@ t = normalize(t);
vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));
#endif
#ifdef TESS
vertex = w;
normal = n;
#endif
}
#endif
#if defined(TESS_CONTROL_SHADER)
layout(vertices = 3) out;
in vec3 vertex[];
out vec3 t_vertex[];
in vec3 normal[];
out vec3 t_normal[];
in vec2 tcbase[];
out vec2 t_tcbase[];
in vec3 lightvector[];
out vec3 t_lightvector[];
#if defined(VERTEXCOLOURS)
in vec4 vc[];
out vec4 t_vc[];
#endif
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
in vec3 eyevector[];
out vec3 t_eyevector[];
#endif
void main()
{
//the control shader needs to pass stuff through
#define id gl_InvocationID
t_vertex[id] = vertex[id];
t_normal[id] = normal[id];
t_tcbase[id] = tcbase[id];
t_lightvector[id] = lightvector[id];
#if defined(VERTEXCOLOURS)
t_vc[id] = vc[id];
#endif
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
t_eyevector[id] = eyevector[id];
#endif
gl_TessLevelOuter[0] = float(r_tessellation_level);
gl_TessLevelOuter[1] = float(r_tessellation_level);
gl_TessLevelOuter[2] = float(r_tessellation_level);
gl_TessLevelInner[0] = float(r_tessellation_level);
}
#endif
#if defined(TESS_EVALUATION_SHADER)
layout(triangles) in;
in vec3 t_vertex[];
in vec3 t_normal[];
in vec2 t_tcbase[];
in vec3 t_lightvector[];
#if defined(VERTEXCOLOURS)
in vec4 t_vc[];
#endif
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
in vec3 t_eyevector[];
#endif
#define LERP(a) (gl_TessCoord.x*a[0] + gl_TessCoord.y*a[1] + gl_TessCoord.z*a[2])
void main()
{
#define factor 1.0
tcbase = LERP(t_tcbase);
vec3 w = LERP(t_vertex);
vec3 t0 = w - dot(w-t_vertex[0],t_normal[0])*t_normal[0];
vec3 t1 = w - dot(w-t_vertex[1],t_normal[1])*t_normal[1];
vec3 t2 = w - dot(w-t_vertex[2],t_normal[2])*t_normal[2];
w = w*(1.0-factor) + factor*(gl_TessCoord.x*t0+gl_TessCoord.y*t1+gl_TessCoord.z*t2);
#if defined(PCF) || defined(SPOT) || defined(CUBE) || defined(ORTHO)
//for texture projections/shadowmapping on dlights
vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));
#endif
//FIXME: we should be recalcing these here, instead of just lerping them
lightvector = LERP(t_lightvector);
#if defined(VERTEXCOLOURS)
vc = LERP(t_vc);
#endif
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
eyevector = LERP(t_eyevector);
#endif
gl_Position = m_modelviewprojection * vec4(w,1.0);
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
#include "sys/pcf.h"
#ifdef OFFSETMAPPING
#include "sys/offsetmapping.h"
#endif
#include "sys/pbr.h"
void main ()
{
@ -265,41 +133,29 @@ void main ()
#endif
//read raw texture samples (offsetmapping munges the tex coords first)
#ifdef OFFSETMAPPING
vec2 tcoffsetmap = offsetmap(s_normalmap, tcbase, eyevector);
#define tcbase tcoffsetmap
#endif
#if defined(FLAT)
vec4 bases = vec4(FLAT, FLAT, FLAT, 1.0);
#else
vec4 bases = texture2D(s_diffuse, tcbase);
vec4 bases = texture2D(s_diffuse, tex_c);
#ifdef VERTEXCOLOURS
bases.rgb *= bases.a;
#endif
#endif
#ifdef UPPER
vec4 uc = texture2D(s_upper, tcbase);
bases.rgb += uc.rgb*e_uppercolour*uc.a;
#endif
#ifdef LOWER
vec4 lc = texture2D(s_lower, tcbase);
bases.rgb += lc.rgb*e_lowercolour*lc.a;
#endif
#if defined(BUMP) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
vec3 bumps;
if (float(dev_skipnormal) == 0.0) {
bumps = normalize(vec3(texture2D(s_normalmap, tcbase)) - 0.5);
/* fix it up a bit */
bumps = normalize(bumps);
} else {
bumps = vec3(0.0,0.0,1.0);
}
#if defined(BUMP) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
#if r_skipNormals==1
vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
#else
#define normal_f vec3(0.0,0.0,0.5)
#endif
#elif defined(REFLECTCUBEMASK)
vec3 bumps = vec3(0.0,0.0,1.0);
vec3 normal_f = vec3(0.0,0.0,1.0);
#endif
#ifdef SPECULAR
vec4 specs = texture2D(s_specular, tcbase);
vec4 specs = texture2D(s_specular, tex_c);
#endif
#define dielectricSpecular 0.04
@ -329,9 +185,6 @@ void main ()
#define specrgb 1.0 //vec3(dielectricSpecular)
#endif
#ifdef PBR
vec3 diff = DoPBR(bumps, normalize(eyevector), normalize(lightvector), roughness, bases.rgb, specrgb, l_lightcolourscale);
#else
vec3 diff;
#ifdef NOBUMP
//surface can only support ambient lighting, even for lights that try to avoid it.
@ -339,24 +192,23 @@ void main ()
#else
vec3 nl = normalize(lightvector);
#ifdef BUMP
diff = bases.rgb * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(bumps, nl), 0.0));
diff = bases.rgb * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(normal_f, nl), 0.0));
#else
//we still do bumpmapping even without bumps to ensure colours are always sane. light.exe does it too.
//we still do bumpmapping even without normal_f to ensure colours are always sane. light.exe does it too.
diff = bases.rgb * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0));
#endif
#endif
#ifdef SPECULAR
vec3 halfdir = normalize(normalize(eyevector) + nl);
float spec = pow(max(dot(halfdir, bumps), 0.0), FTE_SPECULAR_EXPONENT * gloss)*float(SPECMUL);
float spec = pow(max(dot(halfdir, normal_f), 0.0), FTE_SPECULAR_EXPONENT * gloss)*float(SPECMUL);
diff += l_lightcolourscale.z * spec * specrgb;
#endif
#endif
#ifdef REFLECTCUBEMASK
vec3 rtc = reflect(-eyevector, bumps);
vec3 rtc = reflect(-eyevector, normal_f);
rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2];
rtc = (m_model * vec4(rtc.xyz,0.0)).xyz;
diff += texture2D(s_reflectmask, tcbase).rgb * textureCube(s_reflectcube, rtc).rgb;
diff += texture2D(s_reflectmask, tex_c).rgb * textureCube(s_reflectcube, rtc).rgb;
#endif
#ifdef CUBE

View file

@ -21,7 +21,7 @@
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
!!cvardf dev_skipnormal
!!cvardf r_skipNormal
#include "sys/defs.h"
@ -80,6 +80,7 @@ varying vec2 lm1, lm2, lm3;
return lightmaps;
}
#if r_skipNormal==0
vec3 lightmap_fragment(vec3 normal_f)
{
#ifndef DELUXE
@ -99,16 +100,20 @@ varying vec2 lm1, lm2, lm3;
return lightmaps;
#endif
}
#endif
void main ( void )
{
vec4 diff1_f = texture2D( s_t0, tex_c);
vec4 diff2_f = texture2D( s_t1, tex_c);
vec3 normal1_f = normalize(texture2D(s_t2, tex_c).rgb - 0.5);
vec3 normal2_f = normalize(texture2D(s_t3, tex_c).rgb - 0.5);
float alpha = 1.0;
float bw = 1.0 - (diff2_f.r + diff2_f.g + diff2_f.b) / 3.0;
#if r_skipNormal==0
vec3 normal1_f = normalize(texture2D(s_t2, tex_c).rgb - 0.5);
vec3 normal2_f = normalize(texture2D(s_t3, tex_c).rgb - 0.5);
#endif
if (vex_color.a < 1.0) {
if (bw > vex_color.a) {
alpha = 0.0;
@ -116,14 +121,19 @@ varying vec2 lm1, lm2, lm3;
}
/* light */
#if r_skipNormal==0
diff1_f.rgb *= lightmap_fragment(normal1_f);
diff2_f.rgb *= lightmap_fragment(normal2_f);
#else
diff1_f.rgb *= lightmap_fragment();
diff2_f.rgb *= lightmap_fragment();
#endif
vec3 output_f = mix( diff1_f.rgb, diff2_f.rgb, alpha );
#ifdef FAKESHADOWS
#ifdef FAKESHADOWS
output_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
#endif
gl_FragColor = fog4( vec4( output_f.rgb, 1.0 ) );
}

View file

@ -20,7 +20,8 @@
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
!!cvardf dev_skipnormal
!!cvardf r_skipDiffuse
!!cvardf r_skipNormal
#include "sys/defs.h"
@ -65,35 +66,70 @@ varying vec2 lm1, lm2, lm3;
#include "sys/fog.h"
#include "sys/pcf.h"
vec3 lightmap_fragment (vec3 normal_f)
vec3 lightmap_fragment()
{
vec3 lightmaps;
#ifdef LIGHTSTYLED
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(normal_f, (texture2D(s_deluxemap0, lm0).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(normal_f, (texture2D(s_deluxemap1, lm1).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(normal_f, (texture2D(s_deluxemap2, lm2).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(normal_f, (texture2D(s_deluxemap3, lm3).rgb - 0.5) * 2.0);
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb;
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb;
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb;
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb;
#else
lightmaps = texture2D(s_lightmap, lm0).rgb * e_lmscale.rgb * dot(normal_f, (texture2D(s_deluxemap, lm0).rgb - 0.5) * 2.0);
lightmaps = texture2D(s_lightmap, lm0).rgb * e_lmscale.rgb;
#endif
return lightmaps;
}
#if r_skipNormal==0
vec3 lightmap_fragment(vec3 normal_f)
{
#ifndef DELUXE
return lightmap_fragment();
#else
vec3 lightmaps;
#if defined(LIGHTSTYLED)
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(normal_f, (texture2D(s_deluxemap0, lm0).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(normal_f, (texture2D(s_deluxemap1, lm1).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(normal_f, (texture2D(s_deluxemap2, lm2).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(normal_f, (texture2D(s_deluxemap3, lm3).rgb - 0.5) * 2.0);
#else
lightmaps = texture2D(s_lightmap, lm0).rgb * e_lmscale.rgb * dot(normal_f, (texture2D(s_deluxemap, lm0).rgb - 0.5) * 2.0);
#endif
return lightmaps;
#endif
}
#endif
void main ( void )
{
vec3 diffuse_f = texture2D( s_diffuse, tex_c ).rgb;
#if r_skipDiffuse==0
vec3 diffuse_f = texture2D(s_diffuse, tex_c).rgb;
#else
vec3 diffuse_f = vec3(1.0,1.0,1.0);
#endif
float bw = 1.0 - (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0;
vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
vec4 vcol = vex_color;
#if r_skipNormal==0
vec3 normal_f;
normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
#endif
if (vcol.a < 1.0) {
if (bw > vcol.a) {
discard;
}
}
diffuse_f *= lightmap_fragment(normal_f);
#if r_skipNormal==0
diffuse_f.rgb *= lightmap_fragment(normal_f);
#else
diffuse_f.rgb *= lightmap_fragment();
#endif
#ifdef FAKESHADOWS
diffuse_f *= ShadowmapFilter(s_shadowmap, vtexprojcoord);

View file

@ -20,7 +20,8 @@
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
!!cvardf dev_skipnormal
!!cvardf r_skipDiffuse
!!cvardf r_skipNormal
#include "sys/defs.h"
@ -65,29 +66,60 @@ varying vec2 lm1, lm2, lm3;
#include "sys/fog.h"
#include "sys/pcf.h"
vec3 lightmap_fragment (vec3 normal_f)
vec3 lightmap_fragment()
{
vec3 lightmaps;
#ifdef LIGHTSTYLED
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(normal_f, (texture2D(s_deluxemap0, lm0).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(normal_f, (texture2D(s_deluxemap1, lm1).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(normal_f, (texture2D(s_deluxemap2, lm2).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(normal_f, (texture2D(s_deluxemap3, lm3).rgb - 0.5) * 2.0);
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb;
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb;
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb;
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb;
#else
lightmaps = texture2D(s_lightmap, lm0).rgb * e_lmscale.rgb * dot(normal_f, (texture2D(s_deluxemap, lm0).rgb - 0.5) * 2.0);
lightmaps = texture2D(s_lightmap, lm0).rgb * e_lmscale.rgb;
#endif
return lightmaps;
}
#if r_skipNormal==0
vec3 lightmap_fragment(vec3 normal_f)
{
#ifndef DELUXE
return lightmap_fragment();
#else
vec3 lightmaps;
#if defined(LIGHTSTYLED)
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(normal_f, (texture2D(s_deluxemap0, lm0).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(normal_f, (texture2D(s_deluxemap1, lm1).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(normal_f, (texture2D(s_deluxemap2, lm2).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(normal_f, (texture2D(s_deluxemap3, lm3).rgb - 0.5) * 2.0);
#else
lightmaps = texture2D(s_lightmap, lm0).rgb * e_lmscale.rgb * dot(normal_f, (texture2D(s_deluxemap, lm0).rgb - 0.5) * 2.0);
#endif
return lightmaps;
#endif
}
#endif
void main ( void )
{
vec3 diffuse_f = texture2D( s_diffuse, tex_c ).rgb;
vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
#if r_skipDiffuse==0
vec3 diffuse_f = texture2D(s_diffuse, tex_c).rgb;
#else
vec3 diffuse_f = vec3(1.0,1.0,1.0);
#endif
float bw = (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0;
vec4 vcol = vex_color;
float alpha = 1.0;
#if r_skipNormal==0
vec3 normal_f;
normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
#endif
if (vcol.a < 1.0) {
if (bw > vcol.a) {
discard;
@ -97,7 +129,11 @@ varying vec2 lm1, lm2, lm3;
if (bw > (vcol.a * 0.25))
alpha = vcol.a;
diffuse_f *= lightmap_fragment(normal_f);
#if r_skipNormal==0
diffuse_f.rgb *= lightmap_fragment(normal_f);
#else
diffuse_f.rgb *= lightmap_fragment();
#endif
#ifdef FAKESHADOWS
diffuse_f *= ShadowmapFilter(s_shadowmap, vtexprojcoord);

View file

@ -48,20 +48,42 @@ varying vec2 lm1, lm2, lm3;
#endif
#ifdef FRAGMENT_SHADER
vec3 lightmap_fragment (vec3 normal_f)
vec3 lightmap_fragment()
{
vec3 lightmaps;
#ifdef LIGHTSTYLED
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb;
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb;
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb;
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb;
#else
lightmaps = texture2D(s_lightmap, lm0).rgb * e_lmscale.rgb;
#endif
return lightmaps;
}
#if r_skipNormal==0
vec3 lightmap_fragment(vec3 normal_f)
{
#ifndef DELUXE
return lightmap_fragment();
#else
vec3 lightmaps;
#if defined(LIGHTSTYLED)
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(normal_f, (texture2D(s_deluxemap0, lm0).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(normal_f, (texture2D(s_deluxemap1, lm1).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(normal_f, (texture2D(s_deluxemap2, lm2).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(normal_f, (texture2D(s_deluxemap3, lm3).rgb - 0.5) * 2.0);
#else
#else
lightmaps = texture2D(s_lightmap, lm0).rgb * e_lmscale.rgb * dot(normal_f, (texture2D(s_deluxemap, lm0).rgb - 0.5) * 2.0);
#endif
#endif
return lightmaps;
#endif
}
#endif
void main ()
{

View file

@ -19,8 +19,8 @@
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
!!cvardf dev_skipdiffuse
!!cvardf dev_skipnormal
!!cvardf r_skipDiffuse
!!cvardf r_skipNormal
#include "sys/defs.h"
@ -81,20 +81,27 @@ varying vec2 lm1, lm2, lm3;
return lightmaps;
}
#if r_skipNormal==0
vec3 lightmap_fragment(vec3 normal_f)
{
#ifndef DELUXE
return lightmap_fragment();
#else
vec3 lightmaps;
#ifdef LIGHTSTYLED
#if defined(LIGHTSTYLED)
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(normal_f, (texture2D(s_deluxemap0, lm0).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(normal_f, (texture2D(s_deluxemap1, lm1).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(normal_f, (texture2D(s_deluxemap2, lm2).rgb - 0.5) * 2.0);
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(normal_f, (texture2D(s_deluxemap3, lm3).rgb - 0.5) * 2.0);
#else
#else
lightmaps = texture2D(s_lightmap, lm0).rgb * e_lmscale.rgb * dot(normal_f, (texture2D(s_deluxemap, lm0).rgb - 0.5) * 2.0);
#endif
#endif
return lightmaps;
#endif
}
#endif
void main ( void )
{
@ -108,7 +115,7 @@ varying vec2 lm1, lm2, lm3;
diff1_f.rgb *= d1_f;
diff2_f.rgb *= d2_f;
if (float(dev_skipnormal) == 1.0) {
if (float(r_skipNormal) == 1.0) {
diff1_f.rgb *= lightmap_fragment();
diff2_f.rgb *= lightmap_fragment();
} else {

View file

@ -16,7 +16,7 @@
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
!!cvardf dev_skipdiffuse
!!cvardf r_skipDiffuse
#include "sys/defs.h"
@ -62,18 +62,17 @@ varying vec3 norm;
{
vec4 diff_f = texture2D(s_diffuse, tex_c);
vec4 fb_f = texture2D(s_fullbright, tex_c);
vec3 normal_f = (texture2D(s_normalmap, tex_c).rgb - 0.5) * 2.0;
vec3 light;
if (diff_f.a < 0.5) {
discard;
}
#ifdef HALFLAMBERT
light = e_light_ambient + (e_light_mul * halflambert(norm, e_light_dir));
#else
light = e_light_ambient + (e_light_mul * lambert(norm, e_light_dir));
#endif
#ifdef HALFLAMBERT
light = e_light_ambient + (e_light_mul * halflambert(norm, e_light_dir));
#else
light = e_light_ambient + (e_light_mul * lambert(norm, e_light_dir));
#endif
diff_f.rgb *= light;
diff_f.rgb += fb_f.rgb;

View file

@ -16,7 +16,8 @@
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
!!cvardf dev_skipenvmaps
!!cvardf r_skipSpecular
!!cvardf r_skipNormal
#include "sys/defs.h"
@ -76,28 +77,35 @@ varying mat3 invsurface;
vec3 cube_c;
vec4 out_f = vec4(1.0, 1.0, 1.0, 1.0);
vec4 diff_f = texture2D(s_diffuse, tex_c);
vec4 normal_f = (texture2D(s_normalmap, tex_c) - 0.5) * 2.0;
vec3 light;
#if r_skipNormal==0
vec3 normal_f = (texture2D(s_normalmap, tex_c).rgb - 0.5) * 2.0;
float refl = texture2D(s_normalmap, tex_c).a;
#else
#define normal_f vec3(0.0,0.0,1.0)
float refl = texture2D(s_normalmap, tex_c).a;
#endif
if (diff_f.a < 0.5) {
discard;
}
#ifdef HALFLAMBERT
light = e_light_ambient + (e_light_mul * halflambert(norm, e_light_dir));
#else
light = e_light_ambient + (e_light_mul * lambert(norm, e_light_dir));
#endif
#ifdef HALFLAMBERT
light = e_light_ambient + (e_light_mul * halflambert(norm, e_light_dir));
#else
light = e_light_ambient + (e_light_mul * lambert(norm, e_light_dir));
#endif
if (float(dev_skipenvmaps) == 0.0) {
cube_c = reflect(normalize(eyevector), normal_f.rgb);
cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];
cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
diff_f.rgb = mix(textureCube(s_reflectcube, cube_c).rgb, diff_f.rgb, diff_f.a);
}
#if r_skipSpecular==0
cube_c = reflect(normalize(eyevector), normal_f.rgb);
cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];
cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
diff_f.rgb = mix(textureCube(s_reflectcube, cube_c).rgb, diff_f.rgb, diff_f.a);
#endif
diff_f.rgb *= light;
out_f.rgb = mix(textureCube(s_reflectcube, cube_c).rgb, diff_f.rgb, normal_f.a);
out_f.rgb = mix(textureCube(s_reflectcube, cube_c).rgb, diff_f.rgb, refl);
#ifdef FAKESHADOWS
out_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);

View file

@ -16,9 +16,9 @@
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
!!cvardf dev_skipdiffuse
!!cvardf dev_skipspecular
!!cvardf dev_skipenvmaps
!!cvardf r_skipDiffuse
!!cvardf r_skipSpecular
!!cvardf r_skipNormal
#include "sys/defs.h"
@ -71,30 +71,41 @@ varying mat3 invsurface;
void main ()
{
vec4 diffuse_f = texture2D( s_diffuse, tex_c );
vec3 normal_f = (texture2D(s_normalmap, tex_c).rgb - 0.5) * 2.0;
vec4 fb_f = texture2D(s_fullbright, tex_c);
float gloss = texture2D( s_normalmap, tex_c ).a;
vec3 new_e_light_dir = vec3(cos(e_time), sin(e_time), 0);
vec3 light;
#if r_skipDiffuse==0
vec4 diffuse_f = texture2D(s_diffuse, tex_c);
#else
vec4 diffuse_f = vec4(1.0,1.0,1.0,1.0);
#endif
#if r_skipNormal==0
vec3 normal_f = (texture2D(s_normalmap, tex_c).rgb - 0.5) * 2.0;
float gloss = texture2D(s_normalmap, tex_c).a;
#else
#define normal_f vec3(0.0,0.0,1.0)
float gloss = texture2D(s_normalmap, tex_c).a;
#endif
if (diffuse_f.a < 0.5) {
discard;
}
#ifdef HALFLAMBERT
light = e_light_ambient + (e_light_mul * halflambert(norm, e_light_dir));
#else
light = e_light_ambient + (e_light_mul * lambert(norm, e_light_dir));
#endif
#ifdef HALFLAMBERT
light = e_light_ambient + (e_light_mul * halflambert(norm, e_light_dir));
#else
light = e_light_ambient + (e_light_mul * lambert(norm, e_light_dir));
#endif
if (float(dev_skipspecular) == 0.0) {
vec3 halfdir = normalize(normalize(eyevector) + e_light_dir);
vec3 bumps = normalize(invsurface * (normal_f));
float spec = pow(max(dot(halfdir, bumps), 0.0), FTE_SPECULAR_EXPONENT);
spec *= 5.0 * (1.0 - gloss);
diffuse_f.rgb += spec;
}
#if r_skipSpecular==0
vec3 halfdir = normalize(normalize(eyevector) + e_light_dir);
vec3 bumps = normalize(invsurface * (normal_f));
float spec = pow(max(dot(halfdir, bumps), 0.0), FTE_SPECULAR_EXPONENT);
spec *= 5.0 * (1.0 - gloss);
diffuse_f.rgb += spec;
#endif
diffuse_f.rgb *= light;
diffuse_f.rgb += fb_f.rgb;

View file

@ -17,7 +17,8 @@
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
!!cvardf dev_skipnormal
!!cvardf r_skipNormal
!!cvardf r_skipSpecular
#include "sys/defs.h"
@ -72,26 +73,34 @@ varying mat3 invsurface;
{
vec3 cube_c;
vec4 diffuse_f = texture2D( s_diffuse, tex_c );
vec3 normal_f = (texture2D(s_normalmap, tex_c).rgb - 0.5) * 2.0;
float gloss = texture2D( s_normalmap, tex_c ).a;
vec3 new_e_light_dir = vec3(cos(e_time), sin(e_time), 0);
vec3 light;
#ifdef HALFLAMBERT
light = e_light_ambient + (e_light_mul * halflambert(norm, e_light_dir));
#else
light = e_light_ambient + (e_light_mul * lambert(norm, e_light_dir));
#endif
#if r_skipNormal==0
vec3 normal_f = (texture2D(s_normalmap, tex_c).rgb - 0.5) * 2.0;
float gloss = texture2D(s_normalmap, tex_c).a;
#else
#define normal_f vec3(0.0,0.0,1.0)
float gloss = texture2D(s_normalmap, tex_c).a;
#endif
/* specular */
#ifdef HALFLAMBERT
light = e_light_ambient + (e_light_mul * halflambert(norm, e_light_dir));
#else
light = e_light_ambient + (e_light_mul * lambert(norm, e_light_dir));
#endif
#if r_skipSpecular==0
vec3 halfdir = normalize(normalize(eyevector) + e_light_dir);
vec3 bumps = normalize(invsurface * (normal_f));
float spec = pow(max(dot(halfdir, bumps), 0.0), FTE_SPECULAR_EXPONENT);
spec *= 5.0 * (1.0 - gloss);
diffuse_f.rgb += spec * diffuse_f.a;
#endif
/* reflectcube */
cube_c = reflect(normalize(-eyevector), normal_f.rgb * 0.5);
cube_c = reflect(normalize(-eyevector), normal_f.rgb);
cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];
cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
diffuse_f.rgb = mix(textureCube(s_reflectcube, cube_c).rgb, diffuse_f.rgb, diffuse_f.a);

View file

@ -16,10 +16,9 @@
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
!!cvardf dev_skipdiffuse
!!cvardf dev_skipnormal
!!cvardf dev_skipspecular
!!cvardf dev_skipenvmaps
!!cvardf r_skipDiffuse
!!cvardf r_skipNormal
!!cvardf r_skipSpecular
#include "sys/defs.h"
@ -79,27 +78,26 @@ varying mat3 invsurface;
vec3 new_e_light_dir = vec3(cos(e_time), sin(e_time), 0);
vec3 light;
#ifdef HALFLAMBERT
light = e_light_ambient + (e_light_mul * halflambert(norm, e_light_dir));
#else
light = e_light_ambient + (e_light_mul * lambert(norm, e_light_dir));
#endif
#ifdef HALFLAMBERT
light = e_light_ambient + (e_light_mul * halflambert(norm, e_light_dir));
#else
light = e_light_ambient + (e_light_mul * lambert(norm, e_light_dir));
#endif
#if r_skipSpecular==0
// gloss pass
vec3 halfdir = normalize(normalize(eyevector) + e_light_dir);
vec3 bumps = normalize(invsurface * (normal_f));
float spec = pow(max(dot(halfdir, bumps), 0.0), FTE_SPECULAR_EXPONENT);
spec *= 5.0 * (1.0 - gloss);
diffuse_f.rgb += spec;
// envmap pass
cube_c = reflect(normalize(-eyevector), normal_f.rgb * 0.5);
cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];
cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
diffuse_f.rgb = mix(textureCube(s_reflectcube, cube_c).rgb, diffuse_f.rgb, gloss);
#endif
if (float(dev_skipspecular) == 0.0) {
vec3 halfdir = normalize(normalize(eyevector) + e_light_dir);
vec3 bumps = normalize(invsurface * (normal_f));
float spec = pow(max(dot(halfdir, bumps), 0.0), FTE_SPECULAR_EXPONENT);
spec *= 5.0 * (1.0 - gloss);
diffuse_f.rgb += spec;
}
if (float(dev_skipenvmaps) == 0.0) {
cube_c = reflect(normalize(-eyevector), normal_f.rgb * 0.5);
cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];
cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
diffuse_f.rgb = mix(textureCube(s_reflectcube, cube_c).rgb, diffuse_f.rgb, gloss);
}
diffuse_f.rgb *= light;
#ifdef FAKESHADOWS