!!ver 130 !!permu FRAMEBLEND !!permu SKELETAL !!permu FOG !!samps diffuse reflectcube !!cvardf gl_affinemodels=0 !!cvardf gl_ldr=1 !!cvardf gl_halflambert=1 !!cvardf gl_mono=0 !!cvardf gl_kdither=0 !!permu FAKESHADOWS !!cvardf r_glsl_pcf !!samps =FAKESHADOWS shadowmap #include "sys/defs.h" #if gl_affinemodels == 1 #define affine noperspective #else #define affine #endif #ifdef REFLECTCUBE varying vec3 eyevector; varying mat3 invsurface; #endif #ifdef FAKESHADOWS varying vec4 vtexprojcoord; #endif affine varying vec2 tex_c; varying vec3 light; #ifdef VERTEX_SHADER #include "sys/skeletal.h" float lambert( vec3 normal, vec3 dir ) { return dot( normal, dir ); } float halflambert( vec3 normal, vec3 dir ) { return ( dot( normal, dir ) * 0.5 ) + 0.5; } #ifdef CHROME /* Rotate Light Vector */ vec3 rlv(vec3 axis, vec3 origin, vec3 lightpoint) { vec3 offs; vec3 result; offs[0] = lightpoint[0] - origin[0]; offs[1] = lightpoint[1] - origin[1]; offs[2] = lightpoint[2] - origin[2]; result[0] = dot(offs[0], axis[0]); result[1] = dot(offs[1], axis[1]); result[2] = dot(offs[2], axis[2]); return result; } #endif void main () { vec3 n, s, t, w; gl_Position = skeletaltransform_wnst(w,n,s,t); tex_c = v_texcoord; if (gl_halflambert == 1.0) { light = e_light_ambient + (e_light_mul * halflambert(n, e_light_dir)); } else { light = e_light_ambient + (e_light_mul * lambert(n, e_light_dir)); } light *= e_lmscale.r; if (gl_ldr == 1.0) { light *= 0.75; } #ifdef CHROME vec3 rorg = rlv(vec3(0,0,0), w, e_light_dir); vec3 viewc = normalize(rorg - w); float d = dot(n, viewc); vec3 reflected; reflected.x = n.x * 2.0 * d - viewc.x; reflected.y = n.y * 2.0 * d - viewc.y; reflected.z = n.z * 2.0 * d - viewc.z; tex_c.x = 0.5 + reflected.y * 0.5; tex_c.y = 0.5 - reflected.z * 0.5; #endif #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 #include "sys/pcf.h" vec4 kernel_dither(sampler2D targ, vec2 texc) { int x = int(mod(gl_FragCoord.x, 2.0)); int y = int(mod(gl_FragCoord.y, 2.0)); int index = x + y * 2; vec2 coord_ofs; vec2 size; size.x = 1.0 / textureSize(targ, 0).x; size.y = 1.0 / textureSize(targ, 0).y; if (index == 0) coord_ofs = vec2(0.25f, 0.0f); else if (index == 1) coord_ofs = vec2(0.50f, 0.75f); else if (index == 2) coord_ofs = vec2(0.75f, 0.50f); else if (index == 3) coord_ofs = vec2(0.00f, 0.25f); return texture2D(targ, texc + coord_ofs * size); } void main () { vec4 diffuse_f; if (gl_kdither == 1.0) diffuse_f = kernel_dither(s_diffuse, tex_c); else diffuse_f = texture2D(s_diffuse, tex_c); diffuse_f.rgb *= light; #ifdef REFLECTCUBE vec3 cube_c; vec4 out_f = vec4( 1.0, 1.0, 1.0, 1.0 ); cube_c = reflect( normalize( -eyevector ), vec3( 0, 0, 1 ) ); 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; #endif diffuse_f *= e_colourident; if (gl_mono == 1.0) { float bw = (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0; diffuse_f.rgb = vec3(bw, bw, bw); } #ifdef FAKESHADOWS diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord); #endif gl_FragColor = diffuse_f; } #endif