//======= Copyright (c) 2015-2020 Vera Visions LLC. All rights reserved. ======= // // Purpose: // // Alternative way of blending/masking terrain between to diffuse textures. //============================================================================== !!ver 110 !!permu FOG !!permu BUMP !!permu DELUXE !!samps diffuse normalmap !!samps lightmap !!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3 !!samps =DELUXE deluxemap !!samps =LIGHTSTYLED =DELUXE deluxemap1 deluxemap2 deluxemap3 !!permu FAKESHADOWS !!cvardf r_glsl_pcf !!samps =FAKESHADOWS shadowmap !!cvardf r_skipDiffuse !!cvardf r_skipLightmap !!cvardf r_skipNormal #include "sys/defs.h" varying vec2 tex_c; varying vec4 vex_color; varying vec2 lm0; #ifdef LIGHTSTYLED varying vec2 lm1, lm2, lm3; #endif #ifdef FAKESHADOWS varying vec4 vtexprojcoord; #endif #ifdef VERTEX_SHADER void lightmapped_init(void) { lm0 = v_lmcoord; #ifdef LIGHTSTYLED lm1 = v_lmcoord2; lm2 = v_lmcoord3; lm3 = v_lmcoord4; #endif } void main ( void ) { lightmapped_init(); tex_c = v_texcoord; vex_color = v_colour; gl_Position = ftetransform(); #ifdef FAKESHADOWS vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0)); #endif } #endif #ifdef FRAGMENT_SHADER #include "sys/fog.h" #include "sys/pcf.h" #if r_skipLightmap==0 #ifdef LIGHTSTYLED #define LIGHTMAP0 texture2D(s_lightmap0, lm0).rgb #define LIGHTMAP1 texture2D(s_lightmap1, lm1).rgb #define LIGHTMAP2 texture2D(s_lightmap2, lm2).rgb #define LIGHTMAP3 texture2D(s_lightmap3, lm3).rgb #else #define LIGHTMAP texture2D(s_lightmap, lm0).rgb #endif #else #ifdef LIGHTSTYLED #define LIGHTMAP0 vec3(0.5,0.5,0.5) #define LIGHTMAP1 vec3(0.5,0.5,0.5) #define LIGHTMAP2 vec3(0.5,0.5,0.5) #define LIGHTMAP3 vec3(0.5,0.5,0.5) #else #define LIGHTMAP vec3(0.5,0.5,0.5) #endif #endif vec3 lightmap_fragment() { vec3 lightmaps; #ifdef LIGHTSTYLED lightmaps = LIGHTMAP0 * e_lmscale[0].rgb; lightmaps += LIGHTMAP1 * e_lmscale[1].rgb; lightmaps += LIGHTMAP2 * e_lmscale[2].rgb; lightmaps += LIGHTMAP3 * e_lmscale[3].rgb; #else lightmaps = LIGHTMAP * 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 = LIGHTMAP0 * e_lmscale[0].rgb * dot(normal_f, (texture2D(s_deluxemap0, lm0).rgb - 0.5) * 2.0); lightmaps += LIGHTMAP1 * e_lmscale[1].rgb * dot(normal_f, (texture2D(s_deluxemap1, lm1).rgb - 0.5) * 2.0); lightmaps += LIGHTMAP2 * e_lmscale[2].rgb * dot(normal_f, (texture2D(s_deluxemap2, lm2).rgb - 0.5) * 2.0); lightmaps += LIGHTMAP3 * e_lmscale[3].rgb * dot(normal_f, (texture2D(s_deluxemap3, lm3).rgb - 0.5) * 2.0); #else lightmaps = LIGHTMAP * e_lmscale.rgb * dot(normal_f, (texture2D(s_deluxemap, lm0).rgb - 0.5) * 2.0); #endif return lightmaps; #endif } #endif void main ( void ) { #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) * 2.0; #endif if (vcol.a < 1.0) { if (bw > vcol.a) { discard; } } if (bw > (vcol.a * 0.25)) alpha = vcol.a; #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); #endif gl_FragColor = vec4(fog3(diffuse_f), alpha); } #endif