nuclide/platform/base_glsl.pk3dir/glsl/defaultwall.glsl

158 lines
3.6 KiB
GLSL

!!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
!!cvardf gl_kdither=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;
}
vec4 kernel_dither(sampler2D targ, vec2 texc)
{
int x = int(mod(gl_FragCoord.x, 2.0));
int y = int(mod(gl_FragCoord.y, 2.0));
int index = x + y * 2;
vec2 coord_ofs;
vec2 size;
size.x = 1.0 / textureSize(targ, 0).x;
size.y = 1.0 / textureSize(targ, 0).y;
if (index == 0)
coord_ofs = vec2(0.25f, 0.0f);
else if (index == 1)
coord_ofs = vec2(0.50f, 0.75f);
else if (index == 2)
coord_ofs = vec2(0.75f, 0.50f);
else if (index == 3)
coord_ofs = vec2(0.00f, 0.25f);
return texture2D(targ, texc + coord_ofs * size);
}
void main ( void )
{
vec4 diffuse_f;
if (gl_kdither == 1.0)
diffuse_f = kernel_dither(s_diffuse, tex_c);
else
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