132 lines
3 KiB
GLSL
132 lines
3 KiB
GLSL
!!ver 130
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!!permu FRAMEBLEND
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!!permu SKELETAL
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!!permu FOG
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!!samps diffuse reflectcube
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!!cvardf gl_affinemodels=0
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!!cvardf gl_ldr=1
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!!cvardf gl_halflambert=1
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!!cvardf gl_mono=0
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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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#include "sys/defs.h"
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#if gl_affinemodels == 1
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#define affine noperspective
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#else
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#define affine
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#endif
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#ifdef REFLECTCUBE
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varying vec3 eyevector;
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varying mat3 invsurface;
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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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affine varying vec2 tex_c;
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varying vec3 light;
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#ifdef VERTEX_SHADER
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#include "sys/skeletal.h"
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float lambert( vec3 normal, vec3 dir ) {
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return dot( normal, dir );
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}
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float halflambert( vec3 normal, vec3 dir ) {
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return ( dot( normal, dir ) * 0.5 ) + 0.5;
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}
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#ifdef CHROME
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/* Rotate Light Vector */
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vec3 rlv(vec3 axis, vec3 origin, vec3 lightpoint)
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{
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vec3 offs;
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vec3 result;
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offs[0] = lightpoint[0] - origin[0];
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offs[1] = lightpoint[1] - origin[1];
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offs[2] = lightpoint[2] - origin[2];
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result[0] = dot(offs[0], axis[0]);
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result[1] = dot(offs[1], axis[1]);
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result[2] = dot(offs[2], axis[2]);
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return result;
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}
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#endif
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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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tex_c = v_texcoord;
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if (gl_halflambert == 1.0) {
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light = e_light_ambient + (e_light_mul * halflambert(n, e_light_dir));
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} else {
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light = e_light_ambient + (e_light_mul * lambert(n, e_light_dir));
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}
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light *= e_lmscale.r;
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if (gl_ldr == 1.0) {
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light *= 0.75;
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}
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#ifdef CHROME
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vec3 rorg = rlv(vec3(0,0,0), w, e_light_dir);
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vec3 viewc = normalize(rorg - w);
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float d = dot(n, viewc);
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vec3 reflected;
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reflected.x = n.x * 2.0 * d - viewc.x;
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reflected.y = n.y * 2.0 * d - viewc.y;
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reflected.z = n.z * 2.0 * d - viewc.z;
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tex_c.x = 0.5 + reflected.y * 0.5;
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tex_c.y = 0.5 - reflected.z * 0.5;
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#endif
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#ifdef REFLECTCUBE
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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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}
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#endif
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#ifdef FRAGMENT_SHADER
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#include "sys/pcf.h"
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void main ()
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{
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vec4 diffuse_f = texture2D(s_diffuse, tex_c);
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diffuse_f.rgb *= light;
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#ifdef REFLECTCUBE
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vec3 cube_c;
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vec4 out_f = vec4( 1.0, 1.0, 1.0, 1.0 );
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cube_c = reflect( normalize( -eyevector ), vec3( 0, 0, 1 ) );
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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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out_f.rgb = mix( textureCube( s_reflectcube, cube_c ).rgb, diffuse_f.rgb, diffuse_f.a );
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diffuse_f = out_f;
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#endif
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diffuse_f *= e_colourident;
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if (gl_mono == 1.0) {
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float bw = (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0;
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diffuse_f.rgb = vec3(bw, bw, bw);
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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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gl_FragColor = diffuse_f;
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}
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#endif
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