nuclide/platform/base_glsl.pk3dir/glsl/vertexlit_reflectcube.glsl

108 lines
2.4 KiB
GLSL

//======= Copyright (c) 2015-2020 Vera Visions LLC. All rights reserved. =======
//
// Purpose:
//
// Lightgrid-lit surface, normalmap's alpha contains environment cube reflec-
// tivity.
//==============================================================================
!!ver 110
!!permu FRAMEBLEND
!!permu FOG
!!permu SKELETAL
!!samps diffuse reflectcube normalmap
!!permu FAKESHADOWS
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
!!cvardf dev_skipenvmaps
#include "sys/defs.h"
varying vec2 tex_c;
varying vec3 eyevector;
varying vec3 norm;
varying mat3 invsurface;
#ifdef FAKESHADOWS
varying vec4 vtexprojcoord;
#endif
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
void main ()
{
vec3 n, s, t, w;
gl_Position = skeletaltransform_wnst(w,n,s,t);
norm = n;
n = normalize(n);
s = normalize(s);
t = normalize(t);
tex_c = v_texcoord;
/* normalmap */
invsurface = mat3(s, t, n);
/* reflect */
vec3 eyeminusvertex = e_eyepos - w.xyz;
eyevector.x = dot(eyeminusvertex, s.xyz);
eyevector.y = dot(eyeminusvertex, t.xyz);
eyevector.z = dot(eyeminusvertex, n.xyz);
#ifdef FAKESHADOWS
vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));
#endif
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
#include "sys/pcf.h"
float lambert(vec3 normal, vec3 dir)
{
return max(dot(normal, dir), 0.0);
}
float halflambert(vec3 normal, vec3 dir)
{
return (lambert(normal, dir) * 0.5) + 0.5;
}
void main (void)
{
vec3 cube_c;
vec4 out_f = vec4(1.0, 1.0, 1.0, 1.0);
vec4 diff_f = texture2D(s_diffuse, tex_c);
vec4 normal_f = (texture2D(s_normalmap, tex_c) - 0.5) * 2.0;
vec3 light;
if (diff_f.a < 0.5) {
discard;
}
#ifdef HALFLAMBERT
light = e_light_ambient + (e_light_mul * halflambert(norm, e_light_dir));
#else
light = e_light_ambient + (e_light_mul * lambert(norm, e_light_dir));
#endif
if (float(dev_skipenvmaps) == 0.0) {
cube_c = reflect(normalize(eyevector), normal_f.rgb);
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;
diff_f.rgb = mix(textureCube(s_reflectcube, cube_c).rgb, diff_f.rgb, diff_f.a);
}
diff_f.rgb *= light;
out_f.rgb = mix(textureCube(s_reflectcube, cube_c).rgb, diff_f.rgb, normal_f.a);
#ifdef FAKESHADOWS
out_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
gl_FragColor = fog4(out_f * e_colourident) * e_lmscale;
}
#endif