166 lines
4 KiB
GLSL
166 lines
4 KiB
GLSL
//======= Copyright (c) 2015-2020 Vera Visions LLC. All rights reserved. =======
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//
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// Purpose:
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//
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// Lightmapped surface, normalmap's alpha contains the reference for how
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// specular it should be.
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//==============================================================================
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!!ver 110
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!!permu FOG
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!!permu BUMP
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!!permu DELUXE
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!!samps diffuse normalmap lightmap deluxemap
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!!permu FAKESHADOWS
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!!cvardf r_glsl_pcf
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!!samps =FAKESHADOWS shadowmap
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!!cvardf r_skipDiffuse
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!!cvardf r_skipNormal
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!!cvardf r_skipSpecular
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!!cvardf r_skipLightmap
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#include "sys/defs.h"
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varying vec2 tex_c;
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varying vec3 eyevector;
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varying vec2 lm0;
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#ifdef LIGHTSTYLED
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varying vec2 lm1, lm2, lm3;
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#endif
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#ifdef FAKESHADOWS
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varying vec4 vtexprojcoord;
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#endif
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#ifdef VERTEX_SHADER
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void lightmapped_init(void)
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{
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lm0 = v_lmcoord;
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#ifdef LIGHTSTYLED
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lm1 = v_lmcoord2;
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lm2 = v_lmcoord3;
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lm3 = v_lmcoord4;
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#endif
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}
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void main ()
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{
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lightmapped_init();
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tex_c = v_texcoord;
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vec3 eyeminusvertex = e_eyepos - v_position.xyz;
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eyevector.x = dot(eyeminusvertex, v_svector.xyz);
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eyevector.y = dot(eyeminusvertex, v_tvector.xyz);
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eyevector.z = dot(eyeminusvertex, v_normal.xyz);
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gl_Position = ftetransform();
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#ifdef FAKESHADOWS
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vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));
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#endif
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}
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#endif
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#ifdef FRAGMENT_SHADER
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#include "sys/fog.h"
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#include "sys/pcf.h"
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#if r_skipLightmap==0
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#ifdef LIGHTSTYLED
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#define LIGHTMAP0 texture2D(s_lightmap0, lm0).rgb
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#define LIGHTMAP1 texture2D(s_lightmap1, lm1).rgb
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#define LIGHTMAP2 texture2D(s_lightmap2, lm2).rgb
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#define LIGHTMAP3 texture2D(s_lightmap3, lm3).rgb
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#else
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#define LIGHTMAP texture2D(s_lightmap, lm0).rgb
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#endif
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#else
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#ifdef LIGHTSTYLED
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#define LIGHTMAP0 vec3(0.5,0.5,0.5)
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#define LIGHTMAP1 vec3(0.5,0.5,0.5)
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#define LIGHTMAP2 vec3(0.5,0.5,0.5)
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#define LIGHTMAP3 vec3(0.5,0.5,0.5)
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#else
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#define LIGHTMAP vec3(0.5,0.5,0.5)
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#endif
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#endif
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vec3 lightmap_fragment()
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{
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vec3 lightmaps;
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#ifdef LIGHTSTYLED
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lightmaps = LIGHTMAP0 * e_lmscale[0].rgb;
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lightmaps += LIGHTMAP1 * e_lmscale[1].rgb;
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lightmaps += LIGHTMAP2 * e_lmscale[2].rgb;
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lightmaps += LIGHTMAP3 * e_lmscale[3].rgb;
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#else
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lightmaps = LIGHTMAP * e_lmscale.rgb;
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#endif
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return lightmaps;
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}
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#if r_skipNormal==0
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vec3 lightmap_fragment(vec3 normal_f)
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{
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#ifndef DELUXE
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return lightmap_fragment();
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#else
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vec3 lightmaps;
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#if defined(LIGHTSTYLED)
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lightmaps = LIGHTMAP0 * e_lmscale[0].rgb * dot(normal_f, (texture2D(s_deluxemap0, lm0).rgb - 0.5) * 2.0);
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lightmaps += LIGHTMAP1 * e_lmscale[1].rgb * dot(normal_f, (texture2D(s_deluxemap1, lm1).rgb - 0.5) * 2.0);
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lightmaps += LIGHTMAP2 * e_lmscale[2].rgb * dot(normal_f, (texture2D(s_deluxemap2, lm2).rgb - 0.5) * 2.0);
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lightmaps += LIGHTMAP3 * e_lmscale[3].rgb * dot(normal_f, (texture2D(s_deluxemap3, lm3).rgb - 0.5) * 2.0);
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#else
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lightmaps = LIGHTMAP * e_lmscale.rgb * dot(normal_f, (texture2D(s_deluxemap, lm0).rgb - 0.5) * 2.0);
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#endif
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return lightmaps;
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#endif
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}
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#endif
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void main (void)
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{
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#if r_skipDiffuse==0
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vec4 diffuse_f = texture2D(s_diffuse, tex_c);
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#else
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vec4 diffuse_f = vec4(1.0,1.0,1.0,1.0);
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#endif
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#if r_skipNormal==1
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vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
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#else
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#define normal_f vec3(0.0,0.0,0.5)
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#endif
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if (diffuse_f.a < 0.5) {
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discard;
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}
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#ifdef FAKESHADOWS
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diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
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#endif
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#if r_skipNormal==1
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diffuse_f.rgb *= lightmap_fragment();
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#else
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diffuse_f.rgb *= lightmap_fragment(normal_f);
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#endif
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#if r_skipSpecular==0
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float gloss = texture2D(s_normalmap, tex_c).a * 0.1;
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vec3 halfdir = normalize(normalize(eyevector) - e_light_dir);
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float spec = pow(max(dot(halfdir, normal_f), 0.0), FTE_SPECULAR_EXPONENT);
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spec *= gloss;
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diffuse_f.rgb += spec;
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#endif
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gl_FragColor = fog4(diffuse_f);
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}
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#endif
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