I need sleep. Enjoy the seperate fullbright shader.
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2 changed files with 72 additions and 3 deletions
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@ -62,10 +62,7 @@ varying mat3 invsurface;
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#endif
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vec3 cube_c;
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vec4 out_f = vec4( 1.0, 1.0, 1.0, 1.0 );
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#ifdef LIGHTMAP
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diffuse_f.rgb *= light.rgb * e_lmscale.rgb;
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#endif
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cube_c = reflect( normalize(-eyevector), normal_f);
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cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];
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72
valve/data.pk3dir/glsl/fullbright_reflect.glsl
Normal file
72
valve/data.pk3dir/glsl/fullbright_reflect.glsl
Normal file
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@ -0,0 +1,72 @@
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!!ver 110
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!!samps diffuse reflectcube normalmap
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!!cvardf gl_fake16bit=0
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!!cvardf gl_monochrome=0
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#include "sys/defs.h"
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varying vec2 tex_c;
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varying vec3 eyevector;
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varying mat3 invsurface;
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#ifdef VERTEX_SHADER
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void main ()
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{
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tex_c = v_texcoord;
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gl_Position = ftetransform();
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invsurface[0] = v_svector;
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invsurface[1] = v_tvector;
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invsurface[2] = v_normal;
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vec3 eyeminusvertex = e_eyepos - v_position.xyz;
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eyevector.x = dot( eyeminusvertex, v_svector.xyz );
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eyevector.y = dot( eyeminusvertex, v_tvector.xyz );
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eyevector.z = dot( eyeminusvertex, v_normal.xyz );
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}
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#endif
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#ifdef FRAGMENT_SHADER
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void main ( void )
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{
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vec4 diffuse_f = texture2D(s_diffuse, tex_c);
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if (diffuse_f.rgb == vec3(0,0,1)) {
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diffuse_f.rgb = vec3(0,0,0);
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discard;
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}
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#ifdef BUMP
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#ifndef FLATTENNORM
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vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
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#else
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// For very flat surfaces and gentle surface distortions, the 8-bit precision per channel in the normalmap
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// can be insufficient. This is a hack to instead have very wobbly normalmaps that make use of the 8 bits
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// and then scale the wobblyness back once in the floating-point domain.
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vec3 normal_f = texture2D(s_normalmap, tex_c).rgb - 0.5;
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normal_f.x *= 0.0625;
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normal_f.y *= 0.0625;
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normal_f = normalize(normal_f);
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#endif
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#else
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vec3 normal_f = vec3(0, 0, 1);
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#endif
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vec3 cube_c;
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vec4 out_f = vec4( 1.0, 1.0, 1.0, 1.0 );
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cube_c = reflect( normalize(-eyevector), normal_f);
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cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];
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cube_c = ( m_model * vec4(cube_c.xyz, 0.0)).xyz;
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out_f.rgb = mix( textureCube(s_reflectcube, cube_c ).rgb, diffuse_f.rgb, diffuse_f.a);
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diffuse_f = out_f * e_colourident;
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#if gl_fake16bit == 1
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diffuse_f.rgb = floor(diffuse_f.rgb * vec3(32,64,32))/vec3(32,64,32);
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#endif
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#if gl_monochrome == 1
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float m = (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0f;
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diffuse_f.rgb = vec3(m,m,m);
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#endif
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gl_FragColor = diffuse_f;
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}
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#endif
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