110 lines
3 KiB
GLSL
110 lines
3 KiB
GLSL
//======= Copyright (c) 2015-2020 Vera Visions LLC. All rights reserved. =======
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//
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// Purpose:
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//
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// Lightmapped surface that contains an environment cube as a reflection.
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// Alpha channel of the diffuse decides reflectivity.
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//==============================================================================
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!!ver 110
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!!permu FOG
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!!permu BUMP
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!!permu DELUXE
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!!samps diffuse=0 normalmap=1 box:samplerCube=2 lightmap deluxemap
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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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!!cvardf dev_skipnormal
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#include "sys/defs.h"
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varying vec2 tex_c;
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varying vec3 eyevector;
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varying mat3 invsurface;
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varying vec2 lm0;
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#ifdef LIGHTSTYLED
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varying vec2 lm1, lm2, lm3;
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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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#ifdef VERTEX_SHADER
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void lightmapped_init(void)
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{
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lm0 = v_lmcoord;
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#ifdef LIGHTSTYLED
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lm1 = v_lmcoord2;
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lm2 = v_lmcoord3;
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lm3 = v_lmcoord4;
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#endif
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}
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void main (void)
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{
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lightmapped_init();
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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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tex_c = v_texcoord;
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gl_Position = ftetransform();
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#ifdef FAKESHADOWS
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vtexprojcoord = (l_cubematrix*vec4(v_position.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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#include "sys/fog.h"
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#include "sys/pcf.h"
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vec3 lightmap_fragment (vec3 normal_f)
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{
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vec3 lightmaps;
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#ifdef LIGHTSTYLED
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lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(normal_f, (texture2D(s_deluxemap0, lm0).rgb - 0.5) * 2.0);
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lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(normal_f, (texture2D(s_deluxemap1, lm1).rgb - 0.5) * 2.0);
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lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(normal_f, (texture2D(s_deluxemap2, lm2).rgb - 0.5) * 2.0);
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lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(normal_f, (texture2D(s_deluxemap3, lm3).rgb - 0.5) * 2.0);
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#else
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lightmaps = texture2D(s_lightmap, lm0).rgb * e_lmscale.rgb * dot(normal_f, (texture2D(s_deluxemap, lm0).rgb - 0.5) * 2.0);
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#endif
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return lightmaps;
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}
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void main (void)
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{
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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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vec4 diffuse_f = texture2D(s_t0, tex_c);
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vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
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vec3 env_f;
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diffuse_f.rgb *= lightmap_fragment(normal_f);
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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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cube_c = reflect(normalize(-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 = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
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env_f = textureCube(s_box, cube_c).rgb * (e_lmscale.rgb * 0.25);
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out_f.rgb = mix(env_f, diffuse_f.rgb, diffuse_f.a);
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// Add fog to the final fragment
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gl_FragColor = fog4(out_f);
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}
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#endif
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