//======= Copyright (c) 2015-2020 Vera Visions LLC. All rights reserved. ======= // // Purpose: // // Terrain shader exclusive to tw_valley. One of the few surfaces that do not // draw a normalmap as it's too expensive. //============================================================================== !!ver 110 !!permu FOG !!samps 6 !!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_skipNormal !!cvardf r_skipLightmap #include "sys/defs.h" varying vec2 tex_c; varying vec2 detail_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 * 2.5; detail_c = tex_c * 7.5; 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 ) { vec4 diff1_f = texture2D(s_t0, tex_c); vec4 diff2_f = texture2D(s_t1, tex_c); vec3 norm1_f = normalize(texture2D(s_t4, tex_c).rgb - 0.5); vec3 norm2_f = normalize(texture2D(s_t5, tex_c).rgb - 0.5); vec3 d1_f = texture2D(s_t2, detail_c).rgb; vec3 d2_f = texture2D(s_t3, detail_c).rgb; diff1_f.rgb *= d1_f; diff2_f.rgb *= d2_f; if (float(r_skipNormal) == 1.0) { diff1_f.rgb *= lightmap_fragment(); diff2_f.rgb *= lightmap_fragment(); } else { diff1_f.rgb *= lightmap_fragment(norm1_f); diff2_f.rgb *= lightmap_fragment(norm2_f); } vec3 output_f = mix( diff1_f.rgb, diff2_f.rgb, vex_color.a ); #ifdef FAKESHADOWS output_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord); #endif gl_FragColor = fog4( vec4( output_f.rgb, 1.0 ) ); } #endif