//======= Copyright (c) 2015-2020 Vera Visions LLC. All rights reserved. ======= // // Purpose: // // Alternative way of blending/masking terrain between to diffuse textures. //============================================================================== !!ver 110 !!permu FOG !!permu BUMP !!permu DELUXE !!samps diffuse normalmap !!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 dev_skipnormal #include "sys/defs.h" varying vec2 tex_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; 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" vec3 lightmap_fragment (vec3 normal_f) { vec3 lightmaps; #ifdef LIGHTSTYLED lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(normal_f, (texture2D(s_deluxemap0, lm0).rgb - 0.5) * 2.0); lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(normal_f, (texture2D(s_deluxemap1, lm1).rgb - 0.5) * 2.0); lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(normal_f, (texture2D(s_deluxemap2, lm2).rgb - 0.5) * 2.0); lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(normal_f, (texture2D(s_deluxemap3, lm3).rgb - 0.5) * 2.0); #else lightmaps = texture2D(s_lightmap, lm0).rgb * e_lmscale.rgb * dot(normal_f, (texture2D(s_deluxemap, lm0).rgb - 0.5) * 2.0); #endif return lightmaps; } void main ( void ) { vec3 diffuse_f = texture2D( s_diffuse, tex_c ).rgb; vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5); float bw = (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0; vec4 vcol = vex_color; float alpha = 1.0; if (vcol.a < 1.0) { if (bw > vcol.a) { discard; } } if (bw > (vcol.a * 0.25)) alpha = vcol.a; diffuse_f *= lightmap_fragment(normal_f); #ifdef FAKESHADOWS diffuse_f *= ShadowmapFilter(s_shadowmap, vtexprojcoord); #endif gl_FragColor = fog4( vec4(diffuse_f, alpha) ); } #endif