//======= Copyright (c) 2015-2020 Vera Visions LLC. All rights reserved. ======= // // Purpose: // // Lightgrid-lit surface, normalmap's alpha contains environment cube reflec- // tivity. //============================================================================== !!ver 110 !!permu FRAMEBLEND !!permu FOG !!permu SKELETAL !!samps diffuse reflectcube normalmap !!permu FAKESHADOWS !!cvardf r_glsl_pcf !!samps =FAKESHADOWS shadowmap !!cvardf r_skipSpecular !!cvardf r_skipNormal #include "sys/defs.h" varying vec2 tex_c; varying vec3 eyevector; varying vec3 norm; varying mat3 invsurface; #ifdef FAKESHADOWS varying vec4 vtexprojcoord; #endif #ifdef VERTEX_SHADER #include "sys/skeletal.h" void main () { vec3 n, s, t, w; gl_Position = skeletaltransform_wnst(w,n,s,t); norm = n; n = normalize(n); s = normalize(s); t = normalize(t); tex_c = v_texcoord; /* normalmap */ invsurface = mat3(s, t, n); /* reflect */ vec3 eyeminusvertex = e_eyepos - w.xyz; eyevector.x = dot(eyeminusvertex, s.xyz); eyevector.y = dot(eyeminusvertex, t.xyz); eyevector.z = dot(eyeminusvertex, n.xyz); #ifdef FAKESHADOWS vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0)); #endif } #endif #ifdef FRAGMENT_SHADER #include "sys/fog.h" #include "sys/pcf.h" float lambert(vec3 normal, vec3 dir) { return max(dot(normal, dir), 0.0); } float halflambert(vec3 normal, vec3 dir) { return (lambert(normal, dir) * 0.5) + 0.5; } void main (void) { vec3 cube_c; vec4 out_f = vec4(1.0, 1.0, 1.0, 1.0); vec4 diff_f = texture2D(s_diffuse, tex_c); 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 #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, refl); #ifdef FAKESHADOWS out_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord); #endif gl_FragColor = fog4(out_f * e_colourident) * e_lmscale; } #endif