//======= Copyright (c) 2015-2020 Vera Visions LLC. All rights reserved. ======= // // Purpose: // // Code for all the dynamic light passes. The renderer is not aware of any // surface properties beyond diffuse, normal and specularity. // Alpha-masked surfaces suffer greatly because of this. //============================================================================== !!ver 100 300 !!permu BUMP !!permu FRAMEBLEND !!permu SKELETAL !!permu FOG !!permu REFLECTCUBEMASK !!cvardf r_glsl_pcf !!samps diffuse normalmap specular reflectcube reflectmask !!samps =PCF shadowmap !!samps =CUBE projectionmap !!cvardf r_skipDiffuse !!cvardf r_skipNormal #include "sys/defs.h" //if there's no vertex normals known, disable some stuff. //FIXME: this results in dupe permutations. #ifdef NOBUMP #undef SPECULAR #undef BUMP #endif varying vec2 tex_c; varying vec3 lightvector; #if defined(VERTEXCOLOURS) varying vec4 vc; #endif #if defined(SPECULAR) || defined(REFLECTCUBEMASK) varying vec3 eyevector; #endif #ifdef REFLECTCUBEMASK varying mat3 invsurface; #endif #if defined(PCF) || defined(CUBE) || defined(SPOT) || defined(ORTHO) 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); n = normalize(n); s = normalize(s); t = normalize(t); tex_c = v_texcoord; #ifdef ORTHO vec3 lightminusvertex = -l_lightdirection; lightvector.x = dot(lightminusvertex, s.xyz); lightvector.y = dot(lightminusvertex, t.xyz); lightvector.z = dot(lightminusvertex, n.xyz); #else vec3 lightminusvertex = l_lightposition - w.xyz; #ifdef NOBUMP lightvector = lightminusvertex; #else // light direction relative to the surface normal, for bumpmapping. lightvector.x = dot(lightminusvertex, s.xyz); lightvector.y = dot(lightminusvertex, t.xyz); lightvector.z = dot(lightminusvertex, n.xyz); #endif #endif #if defined(VERTEXCOLOURS) vc = v_colour; #endif #if defined(SPECULAR) || defined(REFLECTCUBEMASK) vec3 eyeminusvertex = e_eyepos - w.xyz; eyevector.x = dot(eyeminusvertex, s.xyz); eyevector.y = dot(eyeminusvertex, t.xyz); eyevector.z = dot(eyeminusvertex, n.xyz); #endif #ifdef REFLECTCUBEMASK invsurface = mat3(v_svector, v_tvector, v_normal); #endif #if defined(PCF) || defined(SPOT) || defined(CUBE) || defined(ORTHO) //for texture projections/shadowmapping on dlights vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0)); #endif } #endif #ifdef FRAGMENT_SHADER #include "sys/fog.h" #include "sys/pcf.h" void main () { #ifdef ORTHO float colorscale = 1.0; #else float colorscale = max(1.0 - (dot(lightvector, lightvector)/(l_lightradius*l_lightradius)), 0.0); #endif /* filter the light by the shadowmap. logically a boolean, but we allow fractions for softer shadows */ #ifdef PCF colorscale *= ShadowmapFilter(s_shadowmap, vtexprojcoord); #endif /* filter the colour by the spotlight. discard anything behind the light so we don't get a mirror image */ #if defined(SPOT) if (vtexprojcoord.w < 0.0) discard; vec2 spot = ((vtexprojcoord.st)/vtexprojcoord.w); colorscale*=1.0-(dot(spot,spot)); #endif #if defined(FLAT) vec4 bases = vec4(FLAT, FLAT, FLAT, 1.0); #else #if r_skipDiffuse==0 vec4 bases = texture2D(s_diffuse, tex_c); #else vec4 bases = vec4(0.5, 0.5, 0.5, 1.0); #endif #ifdef VERTEXCOLOURS bases.rgb *= bases.a; #endif #endif #if defined(BUMP) || defined(SPECULAR) || defined(REFLECTCUBEMASK) #if r_skipNormal==0 vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5) * 2.0; #else #define normal_f vec3(0.0,0.0,1.0) #endif #elif defined(REFLECTCUBEMASK) #define normal_f vec3(0.0,0.0,1.0) #endif #ifdef SPECULAR vec4 specs = texture2D(s_specular, tex_c); #define gloss specs.a #define specrgb specs.rgb #endif #ifdef NOBUMP // surface can only support ambient lighting, even for lights that try to avoid it. vec3 diff = bases.rgb * (l_lightcolourscale.x + l_lightcolourscale.y); #else vec3 nl = normalize(lightvector); #ifdef BUMP vec3 diff = bases.rgb * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(normal_f, nl), 0.0)); #else //we still do bumpmapping even without normal_f to ensure colours are always sane. light.exe does it too. vec3 diff = bases.rgb * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0)); #endif #endif /* take existing specular map into account to appoint a new glossy light */ #ifdef SPECULAR vec3 halfdir = normalize(normalize(eyevector) + nl); float spec = pow(max(dot(halfdir, normal_f), 0.0), gloss); diff += l_lightcolourscale.z * spec * specrgb; #endif /* respect the reflectcube surface */ #ifdef REFLECTCUBEMASK vec3 rtc = reflect(-eyevector, normal_f); rtc = rtc.x * invsurface[0] + rtc.y * invsurface[1] + rtc.z * invsurface[2]; rtc = (m_model * vec4(rtc.xyz,0.0)).xyz; diff += texture2D(s_reflectmask, tex_c).rgb * textureCube(s_reflectcube, rtc).rgb; #endif /* filter the colour by the cubemap projection */ #ifdef CUBE diff *= textureCube(s_projectionmap, vtexprojcoord.xyz).rgb; #endif #if defined(VERTEXCOLOURS) diff *= vc.rgb * vc.a; #endif diff *= colorscale * l_lightcolour; gl_FragColor = vec4(fog3additive(diff), 1.0); } #endif