nuclide/platform/base_glsl.pk3dir/glsl/defaultskin.glsl

132 lines
3 KiB
GLSL

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