//======= Copyright (c) 2015-2020 Vera Visions LLC. All rights reserved. ======= // // Purpose: // // Lightmapped surface that contains an environment cube as a reflection. // Alpha channel of the diffuse decides reflectivity. //============================================================================== !!ver 110 !!permu FOG !!permu BUMP !!permu DELUXE !!samps diffuse=0 normalmap=1 box:samplerCube=2 lightmap deluxemap !!permu FAKESHADOWS !!cvardf r_glsl_pcf !!samps =FAKESHADOWS shadowmap !!cvardf r_skipDiffuse !!cvardf r_skipNormal !!cvardf r_skipSpecular !!cvardf r_skipLightmap #include "sys/defs.h" varying vec2 tex_c; varying vec3 eyevector; varying mat3 invsurface; 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(); 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); tex_c = v_texcoord; 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) { vec3 cube_c; vec3 env_f; #if r_skipDiffuse==0 vec4 diffuse_f = texture2D(s_diffuse, tex_c); #else vec4 diffuse_f = vec4(1.0,1.0,1.0,1.0); #endif #if r_skipNormal==0 vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5); #define refl diffuse_f.a #else #define normal_f vec3(0.0,0.0,1.0) #define refl (diffuse_f.a / 2.0) + 0.5 #endif #if r_skipNormal==1 diffuse_f.rgb *= lightmap_fragment(); #else diffuse_f.rgb *= lightmap_fragment(normal_f); #endif #ifdef FAKESHADOWS diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord); #endif #if r_skipSpecular==0 vec4 out_f = vec4(1.0, 1.0, 1.0, 1.0); 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; env_f = textureCube(s_box, cube_c).rgb * (e_lmscale.rgb * 0.25); out_f.rgb = mix(env_f, diffuse_f.rgb, refl); // Add fog to the final fragment gl_FragColor = fog4(out_f); #else gl_FragColor = fog4(diffuse_f);; #endif } #endif