//======= Copyright (c) 2015-2020 Vera Visions LLC. All rights reserved. ======= // // Purpose: // // Lightmapped surface. //============================================================================== !!ver 110 !!permu FOG !!permu BUMP !!permu DELUXE !!permu LIGHTSTYLED !!samps 2 !!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_skipdiffuse !!cvardf dev_skipnormal #include "sys/defs.h" varying vec2 tex_c; 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 () { lightmapped_init(); 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" vec3 lightmap_fragment() { 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; } vec3 lightmap_fragment(vec3 normal_f) { #ifndef DELUXE return lightmap_fragment(); #else vec3 lightmaps; #if defined(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; #endif } void main (void) { vec4 diffuse_f; vec3 normal_f; normal_f = normalize(texture2D(s_t1, tex_c).rgb - 0.5); if (float(dev_skipdiffuse) == 1.0) { diffuse_f = vec4(1.0,1.0,1.0,1.0); } else { diffuse_f = texture2D(s_t0, tex_c); } #ifdef FAKESHADOWS diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord); #endif if (float(dev_skipnormal) == 1.0) { diffuse_f.rgb *= lightmap_fragment(); } else { diffuse_f.rgb *= lightmap_fragment(normal_f); } gl_FragColor = fog4(diffuse_f); } #endif