!!ver 110 !!samps diffuse lightmap reflectcube normalmap !!cvardf gl_fake16bit=0 !!cvardf gl_monochrome=0 !!cvardf gl_brighten=0 #include "sys/defs.h" varying vec2 tex_c; varying vec2 lm_c; #ifdef REFLECTCUBE varying vec3 eyevector; varying mat3 invsurface; #endif #ifdef VERTEX_SHADER void main () { tex_c = v_texcoord; lm_c = v_lmcoord; gl_Position = ftetransform(); #ifdef REFLECTCUBE invsurface[0] = v_svector; invsurface[1] = v_tvector; invsurface[2] = v_normal; vec3 eyeminusvertex = e_eyepos - v_position.xyz; eyevector.x = dot( eyeminusvertex, v_svector.xyz ); eyevector.y = dot( eyeminusvertex, v_tvector.xyz ); eyevector.z = dot( eyeminusvertex, v_normal.xyz ); #endif } #endif #ifdef FRAGMENT_SHADER void main ( void ) { vec4 diffuse_f = texture2D(s_diffuse, tex_c); vec3 light = texture2D(s_lightmap, lm_c).rgb; if (diffuse_f.rgb == vec3(0,0,1)) { diffuse_f.rgb = vec3(0,0,0); discard; } #ifdef REFLECTCUBE #ifdef BUMP vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5); #else vec3 normal_f = vec4(0, 0, 1); #endif vec3 cube_c; vec4 out_f = vec4( 1.0, 1.0, 1.0, 1.0 ); diffuse_f.rgb *= light.rgb * e_lmscale.rgb; cube_c = reflect( normalize(-eyevector), normal_f); 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, diffuse_f.a); diffuse_f = out_f; #else diffuse_f.rgb *= light.rgb; if (diffuse_f.a < 0.5) { discard; } #endif diffuse_f *= e_colourident; #if gl_brighten == 1 diffuse_f.rgb += vec3(0.1f,0.1f,0.1f) * 0.9f; #endif #if gl_fake16bit == 1 diffuse_f.rgb = floor(diffuse_f.rgb * vec3(32,64,32))/vec3(32,64,32); #endif #if gl_monochrome == 1 float m = (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0f; diffuse_f.rgb = vec3(m,m,m); #endif gl_FragColor = diffuse_f; } #endif