nuclide/platform/base_glsl.pk3dir/glsl/terrain_alpha_alt.glsl

109 lines
2.5 KiB
GLSL

//======= Copyright (c) 2015-2020 Vera Visions LLC. All rights reserved. =======
//
// Purpose:
//
// Alternative way of blending/masking terrain between to diffuse textures.
//==============================================================================
!!ver 110
!!permu FOG
!!permu BUMP
!!permu DELUXE
!!samps diffuse normalmap
!!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_skipnormal
#include "sys/defs.h"
varying vec2 tex_c;
varying vec4 vex_color;
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 ( void )
{
lightmapped_init();
tex_c = v_texcoord;
vex_color = v_colour;
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 normal_f)
{
vec3 lightmaps;
#ifdef 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;
}
void main ( void )
{
vec3 diffuse_f = texture2D( s_diffuse, tex_c ).rgb;
vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
float bw = (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0;
vec4 vcol = vex_color;
float alpha = 1.0;
if (vcol.a < 1.0) {
if (bw > vcol.a) {
discard;
}
}
if (bw > (vcol.a * 0.25))
alpha = vcol.a;
diffuse_f *= lightmap_fragment(normal_f);
#ifdef FAKESHADOWS
diffuse_f *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
gl_FragColor = fog4( vec4(diffuse_f, alpha) );
}
#endif