VGUI-Menu: friendList, chat backend, textview class proto SurfaceProps: Flesh impacts recognition PropData: BreakModels now use a bodyque to limit possible physics overhead PMove: falldamage, liquids can now be configured via external decl NSWeapon: added alternative punchangle based on springs, 'punchSpring X Y Z' in decl API: Team class management APIS NSPhysicsEntity: Optimised, optimised, optimised. New cvar: phys_lowspec. Scraping, impact effects etc have been added. More polish everywhere else
262 lines
6.1 KiB
GLSL
262 lines
6.1 KiB
GLSL
!!ver 100 150
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!!permu FOG
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!!permu BUMP
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!!permu DELUXE
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!!permu SPECULAR
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!!permu FULLBRIGHT
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!!permu FAKESHADOWS
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!!permu OFFSETMAPPING
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!!permu REFLECTCUBEMASK
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!!permu LIGHTSTYLED
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!!samps diffuse
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!!samps !VERTEXLIT lightmap
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!!samps =BUMP normalmap
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!!samps =DELUXE deluxemap
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!!samps =SPECULAR specular
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!!samps =FULLBRIGHT fullbright
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!!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3
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!!samps =LIGHTSTYLED =DELUXE deluxemap1 deluxemap2 deluxemap3
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!!samps =FAKESHADOWS shadowmap
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!!samps =REFLECTCUBEMASK reflectmask reflectcube
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!!cvardf r_glsl_pcf
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!!cvarf r_glsl_offsetmapping_scale
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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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#ifndef FRESNEL
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#define FRESNEL 0.25f
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#endif
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#include "sys/defs.h"
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varying vec2 tex_c;
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#ifdef BUMP
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varying vec3 eyevector;
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varying mat3 invsurface;
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#define PBR
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#endif
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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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#ifndef VERTEXLIT
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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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#endif
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void main (void)
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{
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#ifndef VERTEXLIT
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lightmapped_init();
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#endif
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#ifdef PBR
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invsurface[0] = v_svector;
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invsurface[1] = v_tvector;
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invsurface[2] = v_normal;
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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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#endif
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tex_c = v_texcoord;
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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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#ifdef OFFSETMAPPING
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#include "sys/offsetmapping.h"
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#endif
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#ifndef VERTEXLIT
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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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#ifdef LIGHTSTYLED
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lightmaps = LIGHTMAP0 * e_lmscale[0].rgb * dot(normal_f, texture2D(s_deluxemap0, lm0).rgb);
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lightmaps += LIGHTMAP1 * e_lmscale[1].rgb * dot(normal_f, texture2D(s_deluxemap1, lm1).rgb);
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lightmaps += LIGHTMAP2 * e_lmscale[2].rgb * dot(normal_f, texture2D(s_deluxemap2, lm2).rgb);
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lightmaps += LIGHTMAP3 * e_lmscale[3].rgb * dot(normal_f, texture2D(s_deluxemap3, lm3).rgb);
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#else
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lightmaps = LIGHTMAP * e_lmscale.rgb * dot(normal_f, texture2D(s_deluxemap, lm0).rgb);
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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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#endif
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float LightingFuncGGX(vec3 N, vec3 V, vec3 L, float roughness, float F0)
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{
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float alpha = roughness*roughness;
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vec3 H = normalize(V+L);
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float dotNL = clamp(dot(N,L), 0.0, 1.0);
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float dotLH = clamp(dot(L,H), 0.0, 1.0);
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float dotNH = clamp(dot(N,H), 0.0, 1.0);
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float F, D, vis;
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// D
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float alphaSqr = alpha*alpha;
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float pi = 3.14159f;
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float denom = dotNH * dotNH *(alphaSqr-1.0) + 1.0f;
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D = alphaSqr/(pi * denom * denom);
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// F
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float dotLH5 = pow(1.0f-dotLH,5);
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F = F0 + (1.0-F0)*(dotLH5);
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// V
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float k = alpha/2.0f;
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float k2 = k*k;
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float invK2 = 1.0f-k2;
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vis = 1.0/(dotLH*dotLH*invK2 + k2);
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float specular = dotNL * D * F * vis;
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return specular;
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}
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void main (void)
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{
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#ifdef OFFSETMAPPING
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vec2 tcoffsetmap = offsetmap(s_normalmap, tex_c, eyevector);
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#else
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#define tcoffsetmap tex_c
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#endif
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/* samplers */
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vec4 albedo_f = texture2D(s_diffuse, tcoffsetmap); // diffuse RGBA
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vec3 normal_f = normalize(texture2D(s_normalmap, tcoffsetmap).rgb - 0.5); // normalmap RGB
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/* deluxe/light */
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vec3 deluxe = normalize(texture2D(s_deluxemap, lm0).rgb);
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#ifdef PBR
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float metalness_f =texture2D(s_specular, tcoffsetmap).r; // specularmap R
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float roughness_f = texture2D(s_specular, tcoffsetmap).g; // specularmap G
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float ao = texture2D(s_specular, tcoffsetmap).b; // specularmap B
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/* coords */
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vec3 cube_c;
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/* calculate cubemap texcoords */
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cube_c = reflect(-eyevector, normal_f.rgb);
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cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];
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cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
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gl_FragColor = albedo_f;
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/* do PBR reflection using cubemap */
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gl_FragColor += (metalness_f * textureCube(s_reflectcube, cube_c));
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/* do PBR specular using our handy function */
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gl_FragColor += (LightingFuncGGX(normal_f, normalize(eyevector), deluxe, roughness_f, FRESNEL) * gl_FragColor);
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#else
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gl_FragColor = albedo_f;
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#endif
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#ifndef VERTEXLIT
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/* calculate lightmap fragment on top */
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gl_FragColor.rgb *= lightmap_fragment(normal_f);
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#endif
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/* r_shadows 2 */
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#ifdef FAKESHADOWS
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gl_FragColor.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
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#endif
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/* emissive texture/fullbright bits */
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#ifdef FULLBRIGHT
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vec3 emission_f = texture2D(s_fullbright, tcoffsetmap).rgb; // fullbrightmap RGB
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gl_FragColor.rgb += emission_f;
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#endif
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/* ambient occlusion */
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#ifdef PBR
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gl_FragColor.rgb *= ao;
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#endif
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#if defined(MASK)
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#if defined(MASKLT)
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if (gl_FragColor.a < MASK)
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discard;
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#else
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if (gl_FragColor.a >= MASK)
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discard;
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#endif
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gl_FragColor.a = 1.0; //alpha blending AND alpha testing usually looks stupid, plus it screws up our fog.
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#endif
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/* and let the engine add fog on top */
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gl_FragColor = fog4(gl_FragColor);
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}
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#endif
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