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
229 lines
5.7 KiB
GLSL
229 lines
5.7 KiB
GLSL
//======= Copyright (c) 2015-2024 Vera Visions LLC. All rights reserved. =======
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//
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// Purpose:
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//
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// Any surface lit by a dynamic/real-time light is touched with this shader.
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//==============================================================================
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!!ver 100 150
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!!permu BUMP
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!!permu FRAMEBLEND
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!!permu SKELETAL
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!!permu UPPERLOWER
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!!permu FOG
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!!permu REFLECTCUBEMASK
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!!cvarf r_glsl_offsetmapping_scale
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!!cvardf r_glsl_pcf
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!!cvardf r_glsl_fresnel
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!!samps diffuse shadowmap projectionmap
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!!samps =BUMP normalmap
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!!samps =UPPERLOWER upper lower
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!!samps =SPECULAR specular reflectcube
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!!samps =FAKESHADOWS shadowmap
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#include "sys/defs.h"
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varying vec2 tcbase;
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varying vec3 lightvector;
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#ifdef VERTEXCOLOURS
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varying vec4 vc;
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#endif
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#ifdef SPECULAR
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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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#if defined(PCF) || defined(CUBE) || defined(SPOT)
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varying vec4 vtexprojcoord;
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#endif
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#ifdef VERTEX_SHADER
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#include "sys/skeletal.h"
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void main ()
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{
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vec3 n, s, t, w;
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gl_Position = skeletaltransform_wnst(w,n,s,t);
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tcbase = v_texcoord; //pass the texture coords straight through
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vec3 lightminusvertex = l_lightposition - w.xyz;
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#ifdef NOBUMP
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//the only important thing is distance
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lightvector = lightminusvertex;
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#else
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//the light direction relative to the surface normal, for bumpmapping.
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lightvector.x = dot(lightminusvertex, s.xyz);
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lightvector.y = dot(lightminusvertex, t.xyz);
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lightvector.z = dot(lightminusvertex, n.xyz);
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#endif
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#ifdef VERTEXCOLOURS
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vc = v_colour;
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#endif
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#ifdef SPECULAR
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vec3 eyeminusvertex = e_eyepos - w.xyz;
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eyevector.x = dot(eyeminusvertex, s.xyz);
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eyevector.y = dot(eyeminusvertex, t.xyz);
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eyevector.z = dot(eyeminusvertex, n.xyz);
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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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#endif
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#if defined(PCF) || defined(SPOT) || defined(CUBE)
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//for texture projections/shadowmapping on dlights
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vtexprojcoord = (l_cubematrix*vec4(w.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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vec3 LightingFuncShlick(vec3 N, vec3 V, vec3 L, float roughness, vec3 Cdiff, vec3 F0)
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{
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vec3 H = normalize(V+L);
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float NL = clamp(dot(N,L), 0.001, 1.0);
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float LH = clamp(dot(L,H), 0.0, 1.0);
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float NH = clamp(dot(N,H), 0.0, 1.0);
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float NV = clamp(abs(dot(N,V)), 0.001, 1.0);
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float VH = clamp(dot(V,H), 0.0, 1.0);
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float PI = 3.14159f;
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//Fresnel term
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//the fresnel models glancing light.
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//(Schlick)
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vec3 F = F0 + (1.0-F0)*pow(1.0-VH, 5.0);
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//Schlick
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float k = roughness*0.79788456080286535587989211986876;
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float G = (LH/(LH*(1.0-k)+k)) * (NH/(NH*(1.0-k)+k));
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//microfacet distribution
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float a = roughness*roughness;
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a *= a;
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float t = (NH*NH*(a-1.0)+1.0);
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float D = a/(PI*t*t);
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if (r_glsl_fresnel == 1)
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return vec3(F);
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if (r_glsl_fresnel == 2)
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return vec3(G);
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if (r_glsl_fresnel == 3)
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return vec3(D);
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return ((1.0-F)*(Cdiff/PI) +
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(F*G*D)/(4*NL*NV)) * NL;
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}
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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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void main ()
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{
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#ifdef OFFSETMAPPING
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vec2 tcoffsetmap = offsetmap(s_normalmap, tcbase, eyevector);
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#define tcbase tcoffsetmap
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#endif
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vec4 albedo_f = texture2D(s_diffuse, tcbase);
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#ifdef BUMP
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vec3 normal_f = normalize(texture2D(s_normalmap, tcbase).rgb - 0.5);
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#else
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vec3 normal_f = vec3(0.0, 0.0, 1.0);
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#endif
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#ifdef ORTHO
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float colorscale = 1.0;
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#else
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float colorscale = max(1.0 - (dot(lightvector, lightvector)/(l_lightradius*l_lightradius)), 0.0);
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#endif
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#ifdef PCF
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/* filter the light by the shadowmap. logically a boolean, but we allow fractions for softer shadows */
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colorscale *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
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#endif
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#ifdef SPOT
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/* filter the colour by the spotlight. discard anything behind the light so we don't get a mirror image */
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if (vtexprojcoord.w < 0.0) discard;
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vec2 spot = ((vtexprojcoord.st)/vtexprojcoord.w);
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colorscale*=1.0-(dot(spot,spot));
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#endif
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if (colorscale > 0)
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{
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vec3 out_f;
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#ifdef FLAT
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albedo_f = vec4(FLAT, FLAT, FLAT, 1.0);
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#else
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#ifdef VERTEXCOLOURS
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albedo_f.rgb *= albedo_f.a;
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#endif
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#endif
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#ifdef UPPER
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vec4 uc = texture2D(s_upper, tcbase);
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albedo_f.rgb += uc.rgb*e_uppercolour*uc.a;
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#endif
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#ifdef LOWER
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vec4 lc = texture2D(s_lower, tcbase);
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albedo_f.rgb += lc.rgb*e_lowercolour*lc.a;
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#endif
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#ifdef PBR
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float metalness_f = texture2D(s_specular, tcbase).r;
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float roughness_f = texture2D(s_specular, tcbase).g;
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float ao = texture2D(s_specular, tcbase).b;
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vec3 nl = normalize(lightvector);
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out_f = albedo_f.rgb * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(normal_f.rgb, nl), 0.0));
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const vec3 dielectricSpecular = vec3(0.04, 0.04, 0.04);
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const vec3 black = vec3(0.0, 0.0, 0.0);
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vec3 F0 = mix(dielectricSpecular, albedo_f.rgb, metalness_f);
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albedo_f.rgb = mix(albedo_f.rgb * (1.0 - dielectricSpecular.r), black, metalness_f);
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out_f = LightingFuncShlick(normal_f.rgb, normalize(eyevector), nl, roughness_f, albedo_f.rgb, F0);
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vec3 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 = vec4(m_model * vec4(cube_c.xyz,0.0)).xyz;
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out_f.rgb = out_f.rgb + (vec3(metalness_f,metalness_f,metalness_f) * textureCube(s_reflectcube, cube_c).rgb);
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#endif
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#ifdef CUBE
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/* filter the colour by the cubemap projection */
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out_f *= textureCube(s_projectionmap, vtexprojcoord.xyz).rgb;
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#endif
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#ifdef PROJECTION
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/* 2d projection, not used */
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out_f *= texture2d(s_projectionmap, shadowcoord);
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#endif
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#ifdef VERTEXCOLOURS
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out_f *= vc.rgb * vc.a;
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#endif
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gl_FragColor.rgb = fog3additive(out_f * colorscale * l_lightcolour);
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} else {
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gl_FragColor.rgb = vec3(0.0);
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}
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}
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#endif
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