!!ver 130 !!permu LIGHTSTYLED !!samps diffuse reflectcube normalmap !!permu FAKESHADOWS !!cvardf r_glsl_pcf !!samps =FAKESHADOWS shadowmap !!samps lightmap !!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3 !!cvardf gl_mono=0 #include "sys/defs.h" varying vec2 tex_c; varying vec2 lm0; #ifdef LIGHTSTYLED varying vec2 lm1, lm2, lm3; #endif #ifdef REFLECTCUBE varying vec3 eyevector; varying mat3 invsurface; #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 () { lightmapped_init(); tex_c = v_texcoord; 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 #include "sys/pcf.h" vec3 lightmap_fragment(void) { vec3 lightmaps; #ifdef LIGHTSTYLED lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb; lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb; lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb; lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb; #else lightmaps = texture2D(s_lightmap, lm0).rgb * e_lmscale.rgb; #endif return lightmaps; } void main ( void ) { vec4 diffuse_f = texture2D(s_diffuse, tex_c); /* get the alphatesting out of the way first */ #ifdef MASK if (diffuse_f.a < 0.6) { discard; } #endif /* lighting */ diffuse_f.rgb *= lightmap_fragment(); #ifdef REFLECTCUBE #ifdef BUMP #ifndef FLATTENNORM vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5); #else // For very flat surfaces and gentle surface distortions, the 8-bit precision per channel in the normalmap // can be insufficient. This is a hack to instead have very wobbly normalmaps that make use of the 8 bits // and then scale the wobblyness back once in the floating-point domain. vec3 normal_f = texture2D(s_normalmap, tex_c).rgb - 0.5; normal_f.x *= 0.0625; normal_f.y *= 0.0625; normal_f = normalize(normal_f); #endif #else vec3 normal_f = vec3(0, 0, 1); #endif vec3 cube_c; 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; diffuse_f.rgb = mix( textureCube(s_reflectcube, cube_c ).rgb, diffuse_f.rgb, diffuse_f.a); #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