mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-29 23:33:00 +00:00
Only add the lightmode actually being used into the shader
This commit is contained in:
parent
ca7e5be6b4
commit
85f138841c
14 changed files with 360 additions and 280 deletions
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@ -222,6 +222,7 @@ protected:
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int mTextureClamp;
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int mTextureModeFlags;
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int mSoftLight;
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int mLightMode = -1;
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float mLightParms[4];
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float mAlphaThreshold;
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@ -459,6 +460,11 @@ public:
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mLightParms[3] = -1.f;
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}
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void SetLightMode(int lightmode)
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{
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mLightMode = lightmode;
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}
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void SetGlowPlanes(const FVector4 &tp, const FVector4& bp)
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{
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mStreamData.uGlowTopPlane = tp;
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@ -182,8 +182,8 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
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if (key.Detailmap) definesBlock << "#define TEXF_Detailmap\n";
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if (key.Glowmap) definesBlock << "#define TEXF_Glowmap\n";
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if (key.UseRaytrace) definesBlock << "\n#define USE_RAYTRACE\n";
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if (key.UseShadowmap) definesBlock << "\n#define USE_SHADOWMAP\n";
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if (key.UseRaytrace) definesBlock << "#define USE_RAYTRACE\n";
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if (key.UseShadowmap) definesBlock << "#define USE_SHADOWMAP\n";
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switch (key.TextureMode)
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{
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@ -196,6 +196,20 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
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case TM_FOGLAYER: definesBlock << "#define TM_FOGLAYER\n"; break;
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}
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switch (key.LightMode)
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{
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case 0: definesBlock << "#define LIGHTMODE_DEFAULT\n"; break;
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case 1: definesBlock << "#define LIGHTMODE_SOFTWARE\n"; break;
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case 2: definesBlock << "#define LIGHTMODE_VANILLA\n"; break;
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case 3: definesBlock << "#define LIGHTMODE_BUILD\n"; break;
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}
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if (key.FogBeforeLights) definesBlock << "#define FOG_BEFORE_LIGHTS\n";
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if (key.FogAfterLights) definesBlock << "#define FOG_AFTER_LIGHTS\n";
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if (key.FogRadial) definesBlock << "#define FOG_RADIAL\n";
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if (key.SWLightRadial) definesBlock << "#define SWLIGHT_RADIAL\n";
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if (key.SWLightBanded) definesBlock << "#define SWLIGHT_BANDED\n";
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FString layoutBlock;
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layoutBlock << LoadPrivateShaderLump("shaders/scene/layout_shared.glsl").GetChars() << "\n";
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layoutBlock << LoadPrivateShaderLump("shaders/scene/layout_frag.glsl").GetChars() << "\n";
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@ -76,7 +76,13 @@ public:
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uint64_t GBufferPass : 1; // GBUFFER_PASS
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uint64_t UseShadowmap : 1; // USE_SHADOWMAPS
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uint64_t UseRaytrace : 1; // USE_RAYTRACE
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uint64_t Unused : 52;
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uint64_t FogBeforeLights : 1; // FOG_BEFORE_LIGHTS
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uint64_t FogAfterLights : 1; // FOG_AFTER_LIGHTS
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uint64_t FogRadial : 1; // FOG_RADIAL
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uint64_t SWLightRadial : 1; // SWLIGHT_RADIAL
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uint64_t SWLightBanded : 1; // SWLIGHT_BANDED
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uint64_t LightMode : 2; // LIGHTMODE_DEFAULT, LIGHTMODE_SOFTWARE, LIGHTMODE_VANILLA, LIGHTMODE_BUILD
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uint64_t Unused : 45;
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};
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uint64_t AsQWORD = 0;
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};
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@ -253,7 +253,46 @@ void VkRenderState::ApplyRenderPass(int dt)
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pipelineKey.ShaderKey.Brightmap = (uTextureMode & TEXF_Brightmap) != 0;
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pipelineKey.ShaderKey.Detailmap = (uTextureMode & TEXF_Detailmap) != 0;
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pipelineKey.ShaderKey.Glowmap = (uTextureMode & TEXF_Glowmap) != 0;
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pipelineKey.ShaderKey.Simple2D = (mFogEnabled == 2);
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// The way GZDoom handles state is just plain insanity!
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int fogset = 0;
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if (mFogEnabled)
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{
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if (mFogEnabled == 2)
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{
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fogset = -3; // 2D rendering with 'foggy' overlay.
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}
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else if ((mFogColor & 0xffffff) == 0)
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{
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fogset = gl_fogmode;
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}
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else
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{
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fogset = -gl_fogmode;
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}
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}
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pipelineKey.ShaderKey.Simple2D = (fogset == -3);
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pipelineKey.ShaderKey.FogBeforeLights = (fogset > 0);
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pipelineKey.ShaderKey.FogAfterLights = (fogset < 0);
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pipelineKey.ShaderKey.FogRadial = (fogset < -1 || fogset > 1);
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pipelineKey.ShaderKey.SWLightRadial = (gl_fogmode == 2);
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pipelineKey.ShaderKey.SWLightBanded = false; // gl_bandedswlight;
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float lightlevel = mLightParms[3];
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if (lightlevel < 0.0)
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{
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pipelineKey.ShaderKey.LightMode = 0; // Default
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}
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else
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{
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if (mLightMode == 5)
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pipelineKey.ShaderKey.LightMode = 3; // Build
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else if (mLightMode == 16)
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pipelineKey.ShaderKey.LightMode = 2; // Vanilla
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else
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pipelineKey.ShaderKey.LightMode = 1; // Software
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}
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pipelineKey.ShaderKey.UseShadowmap = gl_light_shadowmap;
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pipelineKey.ShaderKey.UseRaytrace = gl_light_raytrace;
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@ -482,6 +482,8 @@ void HWDrawInfo::RenderScene(FRenderState &state)
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const auto &vp = Viewpoint;
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RenderAll.Clock();
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state.SetLightMode((int)lightmode);
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state.SetDepthMask(true);
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state.EnableFog(true);
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@ -6,49 +6,13 @@ void main()
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#endif
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Material material = CreateMaterial();
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vec4 frag = material.Base;
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#ifndef NO_ALPHATEST
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if (frag.a <= uAlphaThreshold) discard;
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if (material.Base.a <= uAlphaThreshold) discard;
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#endif
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#ifdef SIMPLE2D // uses the fog color to add a color overlay
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#ifdef TM_FOGLAYER
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float gray = grayscale(frag);
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vec4 cm = (uObjectColor + gray * (uAddColor - uObjectColor)) * 2;
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frag = vec4(clamp(cm.rgb, 0.0, 1.0), frag.a);
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frag *= vColor;
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frag.rgb = frag.rgb + uFogColor.rgb;
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#else
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frag *= vColor;
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frag.rgb = frag.rgb + uFogColor.rgb;
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#endif
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#else
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#ifdef TM_FOGLAYER
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float fogdist = 0.0;
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float fogfactor = 0.0;
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FragColor = ProcessLightMode(material);
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// calculate fog factor
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if (uFogEnabled != 0)
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{
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if (uFogEnabled == 1 || uFogEnabled == -1)
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{
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fogdist = max(16.0, pixelpos.w);
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}
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else
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{
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fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz));
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}
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fogfactor = exp2 (uFogDensity * fogdist);
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}
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frag = vec4(uFogColor.rgb, (1.0 - fogfactor) * frag.a * 0.75 * vColor.a);
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#else
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frag = getLightColor(material);
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#endif
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#endif
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FragColor = frag;
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#ifdef GBUFFER_PASS
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FragFog = vec4(AmbientOcclusionColor(), 1.0);
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FragNormal = vec4(vEyeNormal.xyz * 0.5 + 0.5, 1.0);
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@ -2,7 +2,7 @@
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#ifndef SIMPLE
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#include "shaders/scene/material.glsl"
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#include "shaders/scene/lightmodel.glsl"
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#include "shaders/scene/lightmode.glsl"
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#include "shaders/scene/light_shadow.glsl"
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#include "shaders/scene/light_spot.glsl"
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142
wadsrc/static/shaders/scene/lightmode.glsl
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142
wadsrc/static/shaders/scene/lightmode.glsl
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@ -0,0 +1,142 @@
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#include "shaders/scene/lightmode_default.glsl"
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#include "shaders/scene/lightmode_software.glsl"
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#include "shaders/scene/lightmode_vanilla.glsl"
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#include "shaders/scene/lightmode_build.glsl"
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#include "shaders/scene/material.glsl"
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//===========================================================================
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//
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// Calculate light
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//
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// It is important to note that the light color is not desaturated
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// due to ZDoom's implementation weirdness. Everything that's added
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// on top of it, e.g. dynamic lights and glows are, though, because
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// the objects emitting these lights are also.
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//
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// This is making this a bit more complicated than it needs to
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// because we can't just desaturate the final fragment color.
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//
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//===========================================================================
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vec4 getLightColor(Material material)
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{
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#if defined(LIGHTMODE_DEFAULT)
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vec4 color = Lightmode_Default();
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#elif defined(LIGHTMODE_SOFTWARE)
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vec4 color = Lightmode_Software();
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#elif defined(LIGHTMODE_VANILLA)
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vec4 color = Lightmode_Vanilla();
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#elif defined(LIGHTMODE_BUILD)
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vec4 color = Lightmode_Build();
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#endif
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//
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// handle glowing walls
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//
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if (uGlowTopColor.a > 0.0 && glowdist.x < uGlowTopColor.a)
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{
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color.rgb += desaturate(uGlowTopColor * (1.0 - glowdist.x / uGlowTopColor.a)).rgb;
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}
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if (uGlowBottomColor.a > 0.0 && glowdist.y < uGlowBottomColor.a)
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{
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color.rgb += desaturate(uGlowBottomColor * (1.0 - glowdist.y / uGlowBottomColor.a)).rgb;
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}
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color = min(color, 1.0);
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// these cannot be safely applied by the legacy format where the implementation cannot guarantee that the values are set.
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#if !defined LEGACY_USER_SHADER && !defined NO_LAYERS
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//
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// apply glow
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//
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color.rgb = mix(color.rgb, material.Glow.rgb, material.Glow.a);
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//
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// apply brightmaps
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//
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color.rgb = min(color.rgb + material.Bright.rgb, 1.0);
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#endif
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//
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// apply lightmaps
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//
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if (vLightmap.z >= 0.0)
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{
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color.rgb += texture(LightMap, vLightmap).rgb;
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}
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//
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// apply dynamic lights
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//
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vec4 frag = vec4(ProcessMaterialLight(material, color.rgb), material.Base.a * vColor.a);
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//
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// colored fog
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//
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#if defined(FOG_AFTER_LIGHTS)
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// calculate fog factor
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#if defined(FOG_RADIAL)
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float fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz));
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#else
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float fogdist = max(16.0, pixelpos.w);
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#endif
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float fogfactor = exp2 (uFogDensity * fogdist);
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frag = vec4(mix(uFogColor.rgb, frag.rgb, fogfactor), frag.a);
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#endif
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return frag;
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}
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// The color of the fragment if it is fully occluded by ambient lighting
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vec3 AmbientOcclusionColor()
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{
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// calculate fog factor
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#if defined(FOG_RADIAL)
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float fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz));
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#else
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float fogdist = max(16.0, pixelpos.w);
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#endif
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float fogfactor = exp2 (uFogDensity * fogdist);
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return mix(uFogColor.rgb, vec3(0.0), fogfactor);
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}
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vec4 ProcessLightMode(Material material)
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{
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#ifdef SIMPLE2D // uses the fog color to add a color overlay
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#ifdef TM_FOGLAYER
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vec4 frag = material.Base;
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float gray = grayscale(frag);
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vec4 cm = (uObjectColor + gray * (uAddColor - uObjectColor)) * 2;
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frag = vec4(clamp(cm.rgb, 0.0, 1.0), frag.a);
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frag *= vColor;
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frag.rgb = frag.rgb + uFogColor.rgb;
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return frag;
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#else
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vec4 frag = material.Base * vColor;
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frag.rgb = frag.rgb + uFogColor.rgb;
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return frag;
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#endif
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#else
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#ifdef TM_FOGLAYER
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#if defined(FOG_BEFORE_LIGHTS) || defined(FOG_AFTER_LIGHTS)
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#if defined(FOG_RADIAL)
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float fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz));
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#else
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float fogdist = max(16.0, pixelpos.w);
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#endif
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float fogfactor = exp2 (uFogDensity * fogdist);
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return vec4(uFogColor.rgb, (1.0 - fogfactor) * material.Base.a * 0.75 * vColor.a);
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#else
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return vec4(uFogColor.rgb, material.Base.a * 0.75 * vColor.a);
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#endif
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#else
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return getLightColor(material);
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#endif
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#endif
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}
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21
wadsrc/static/shaders/scene/lightmode_build.glsl
Normal file
21
wadsrc/static/shaders/scene/lightmode_build.glsl
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vec4 Lightmode_Build()
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{
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// z is the depth in view space, positive going into the screen
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#if defined(SWLIGHT_RADIAL)
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float z = distance(pixelpos.xyz, uCameraPos.xyz);
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#else
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float z = pixelpos.w;
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#endif
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// This is a lot more primitive than Doom's lighting...
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float numShades = float(uPalLightLevels & 255);
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float curshade = (1.0 - uLightLevel) * (numShades - 1.0);
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float visibility = max(uGlobVis * uLightFactor * z, 0.0);
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float shade = clamp((curshade + visibility), 0.0, numShades - 1.0);
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float newlightlevel = 1.0 - clamp(shade * uLightDist, 0.0, 1.0);
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vec4 color = vColor;
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color.rgb *= newlightlevel;
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return color;
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}
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28
wadsrc/static/shaders/scene/lightmode_default.glsl
Normal file
28
wadsrc/static/shaders/scene/lightmode_default.glsl
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vec4 Lightmode_Default()
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{
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vec4 color = vColor;
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#if defined(FOG_BEFORE_LIGHTS)
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// calculate fog factor
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#if defined(FOG_RADIAL)
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float fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz));
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#else
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float fogdist = max(16.0, pixelpos.w);
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#endif
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float fogfactor = exp2 (uFogDensity * fogdist);
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// brightening around the player for light mode 2
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if (fogdist < uLightDist)
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{
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color.rgb *= uLightFactor - (fogdist / uLightDist) * (uLightFactor - 1.0);
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}
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// apply light diminishing through fog equation
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color.rgb = mix(vec3(0.0, 0.0, 0.0), color.rgb, fogfactor);
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#endif
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return color;
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}
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32
wadsrc/static/shaders/scene/lightmode_software.glsl
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32
wadsrc/static/shaders/scene/lightmode_software.glsl
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float SoftwareColormap(float light, float z)
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{
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float L = light * 255.0;
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float vis = min(uGlobVis / z, 24.0 / 32.0);
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float shade = 2.0 - (L + 12.0) / 128.0;
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float lightscale = shade - vis;
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return lightscale * 31.0;
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}
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vec4 Lightmode_Software()
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{
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// z is the depth in view space, positive going into the screen
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#if defined(SWLIGHT_RADIAL)
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float z = distance(pixelpos.xyz, uCameraPos.xyz);
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#else
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float z = pixelpos.w;
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#endif
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float colormap = SoftwareColormap(uLightLevel, z);
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#if defined(SWLIGHT_BANDED)
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colormap = floor(colormap) + 0.5;
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#endif
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// Result is the normalized colormap index (0 bright .. 1 dark)
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float newlightlevel = 1.0 - clamp(colormap, 0.0, 31.0) / 32.0;
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vec4 color = vColor;
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color.rgb *= newlightlevel;
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return color;
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}
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63
wadsrc/static/shaders/scene/lightmode_vanilla.glsl
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63
wadsrc/static/shaders/scene/lightmode_vanilla.glsl
Normal file
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@ -0,0 +1,63 @@
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float VanillaWallColormap(float lightnum, float z, vec3 normal)
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{
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// R_ScaleFromGlobalAngle calculation
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float projection = 160.0; // projection depends on SCREENBLOCKS!! 160 is the fullscreen value
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vec2 line_v1 = pixelpos.xz; // in vanilla this is the first curline vertex
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vec2 line_normal = normal.xz;
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float texscale = projection * clamp(dot(normalize(uCameraPos.xz - line_v1), line_normal), 0.0, 1.0) / z;
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float lightz = clamp(16.0 * texscale, 0.0, 47.0);
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// scalelight[lightnum][lightz] lookup
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float startmap = (15.0 - lightnum) * 4.0;
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return startmap - lightz * 0.5;
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}
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float VanillaPlaneColormap(float lightnum, float z)
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{
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float lightz = clamp(z / 16.0f, 0.0, 127.0);
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|
||||
// zlight[lightnum][lightz] lookup
|
||||
float startmap = (15.0 - lightnum) * 4.0;
|
||||
float scale = 160.0 / (lightz + 1.0);
|
||||
return startmap - scale * 0.5;
|
||||
}
|
||||
|
||||
float VanillaColormap(float light, float z)
|
||||
{
|
||||
float lightnum = clamp(light * 15.0, 0.0, 15.0);
|
||||
|
||||
if (dot(vWorldNormal.xyz, vWorldNormal.xyz) > 0.5)
|
||||
{
|
||||
vec3 normal = normalize(vWorldNormal.xyz);
|
||||
return mix(VanillaWallColormap(lightnum, z, normal), VanillaPlaneColormap(lightnum, z), abs(normal.y));
|
||||
}
|
||||
else // vWorldNormal is not set on sprites
|
||||
{
|
||||
return VanillaPlaneColormap(lightnum, z);
|
||||
}
|
||||
}
|
||||
|
||||
vec4 Lightmode_Vanilla()
|
||||
{
|
||||
// z is the depth in view space, positive going into the screen
|
||||
#if defined(SWLIGHT_RADIAL)
|
||||
float z = distance(pixelpos.xyz, uCameraPos.xyz);
|
||||
#else
|
||||
float z = pixelpos.w;
|
||||
#endif
|
||||
|
||||
float colormap = VanillaColormap(uLightLevel, z);
|
||||
|
||||
#if defined(SWLIGHT_BANDED)
|
||||
colormap = floor(colormap) + 0.5;
|
||||
#endif
|
||||
|
||||
// Result is the normalized colormap index (0 bright .. 1 dark)
|
||||
float newlightlevel = 1.0 - clamp(colormap, 0.0, 31.0) / 32.0;
|
||||
|
||||
vec4 color = vColor;
|
||||
color.rgb *= newlightlevel;
|
||||
return color;
|
||||
}
|
|
@ -1,129 +0,0 @@
|
|||
|
||||
#include "shaders/scene/lightmodel_software.glsl"
|
||||
#include "shaders/scene/material.glsl"
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Calculate light
|
||||
//
|
||||
// It is important to note that the light color is not desaturated
|
||||
// due to ZDoom's implementation weirdness. Everything that's added
|
||||
// on top of it, e.g. dynamic lights and glows are, though, because
|
||||
// the objects emitting these lights are also.
|
||||
//
|
||||
// This is making this a bit more complicated than it needs to
|
||||
// because we can't just desaturate the final fragment color.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
vec4 getLightColor(Material material)
|
||||
{
|
||||
// calculate fog factor
|
||||
float fogdist = 0.0;
|
||||
float fogfactor = 0.0;
|
||||
if (uFogEnabled != 0)
|
||||
{
|
||||
if (uFogEnabled == 1 || uFogEnabled == -1)
|
||||
{
|
||||
fogdist = max(16.0, pixelpos.w);
|
||||
}
|
||||
else
|
||||
{
|
||||
fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz));
|
||||
}
|
||||
fogfactor = exp2 (uFogDensity * fogdist);
|
||||
}
|
||||
|
||||
vec4 color = vColor;
|
||||
|
||||
if (uLightLevel >= 0.0)
|
||||
{
|
||||
float newlightlevel = 1.0 - R_DoomLightingEquation(uLightLevel);
|
||||
color.rgb *= newlightlevel;
|
||||
}
|
||||
else if (uFogEnabled > 0)
|
||||
{
|
||||
// brightening around the player for light mode 2
|
||||
if (fogdist < uLightDist)
|
||||
{
|
||||
color.rgb *= uLightFactor - (fogdist / uLightDist) * (uLightFactor - 1.0);
|
||||
}
|
||||
|
||||
//
|
||||
// apply light diminishing through fog equation
|
||||
//
|
||||
color.rgb = mix(vec3(0.0, 0.0, 0.0), color.rgb, fogfactor);
|
||||
}
|
||||
|
||||
//
|
||||
// handle glowing walls
|
||||
//
|
||||
if (uGlowTopColor.a > 0.0 && glowdist.x < uGlowTopColor.a)
|
||||
{
|
||||
color.rgb += desaturate(uGlowTopColor * (1.0 - glowdist.x / uGlowTopColor.a)).rgb;
|
||||
}
|
||||
if (uGlowBottomColor.a > 0.0 && glowdist.y < uGlowBottomColor.a)
|
||||
{
|
||||
color.rgb += desaturate(uGlowBottomColor * (1.0 - glowdist.y / uGlowBottomColor.a)).rgb;
|
||||
}
|
||||
color = min(color, 1.0);
|
||||
|
||||
// these cannot be safely applied by the legacy format where the implementation cannot guarantee that the values are set.
|
||||
#if !defined LEGACY_USER_SHADER && !defined NO_LAYERS
|
||||
//
|
||||
// apply glow
|
||||
//
|
||||
color.rgb = mix(color.rgb, material.Glow.rgb, material.Glow.a);
|
||||
|
||||
//
|
||||
// apply brightmaps
|
||||
//
|
||||
color.rgb = min(color.rgb + material.Bright.rgb, 1.0);
|
||||
#endif
|
||||
|
||||
//
|
||||
// apply lightmaps
|
||||
//
|
||||
if (vLightmap.z >= 0.0)
|
||||
{
|
||||
color.rgb += texture(LightMap, vLightmap).rgb;
|
||||
}
|
||||
|
||||
//
|
||||
// apply dynamic lights
|
||||
//
|
||||
vec4 frag = vec4(ProcessMaterialLight(material, color.rgb), material.Base.a * vColor.a);
|
||||
|
||||
//
|
||||
// colored fog
|
||||
//
|
||||
if (uFogEnabled < 0)
|
||||
{
|
||||
frag = vec4(mix(uFogColor.rgb, frag.rgb, fogfactor), frag.a);
|
||||
}
|
||||
|
||||
return frag;
|
||||
}
|
||||
|
||||
// The color of the fragment if it is fully occluded by ambient lighting
|
||||
|
||||
vec3 AmbientOcclusionColor()
|
||||
{
|
||||
float fogdist;
|
||||
float fogfactor;
|
||||
|
||||
//
|
||||
// calculate fog factor
|
||||
//
|
||||
if (uFogEnabled == -1)
|
||||
{
|
||||
fogdist = max(16.0, pixelpos.w);
|
||||
}
|
||||
else
|
||||
{
|
||||
fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz));
|
||||
}
|
||||
fogfactor = exp2 (uFogDensity * fogdist);
|
||||
|
||||
return mix(uFogColor.rgb, vec3(0.0), fogfactor);
|
||||
}
|
|
@ -1,108 +0,0 @@
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// Vanilla Doom wall colormap equation
|
||||
//
|
||||
//===========================================================================
|
||||
float R_WallColormap(float lightnum, float z, vec3 normal)
|
||||
{
|
||||
// R_ScaleFromGlobalAngle calculation
|
||||
float projection = 160.0; // projection depends on SCREENBLOCKS!! 160 is the fullscreen value
|
||||
vec2 line_v1 = pixelpos.xz; // in vanilla this is the first curline vertex
|
||||
vec2 line_normal = normal.xz;
|
||||
float texscale = projection * clamp(dot(normalize(uCameraPos.xz - line_v1), line_normal), 0.0, 1.0) / z;
|
||||
|
||||
float lightz = clamp(16.0 * texscale, 0.0, 47.0);
|
||||
|
||||
// scalelight[lightnum][lightz] lookup
|
||||
float startmap = (15.0 - lightnum) * 4.0;
|
||||
return startmap - lightz * 0.5;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Vanilla Doom plane colormap equation
|
||||
//
|
||||
//===========================================================================
|
||||
float R_PlaneColormap(float lightnum, float z)
|
||||
{
|
||||
float lightz = clamp(z / 16.0f, 0.0, 127.0);
|
||||
|
||||
// zlight[lightnum][lightz] lookup
|
||||
float startmap = (15.0 - lightnum) * 4.0;
|
||||
float scale = 160.0 / (lightz + 1.0);
|
||||
return startmap - scale * 0.5;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// zdoom colormap equation
|
||||
//
|
||||
//===========================================================================
|
||||
float R_ZDoomColormap(float light, float z)
|
||||
{
|
||||
float L = light * 255.0;
|
||||
float vis = min(uGlobVis / z, 24.0 / 32.0);
|
||||
float shade = 2.0 - (L + 12.0) / 128.0;
|
||||
float lightscale = shade - vis;
|
||||
return lightscale * 31.0;
|
||||
}
|
||||
|
||||
float R_DoomColormap(float light, float z)
|
||||
{
|
||||
if ((uPalLightLevels >> 16) == 16) // gl_lightmode 16
|
||||
{
|
||||
float lightnum = clamp(light * 15.0, 0.0, 15.0);
|
||||
|
||||
if (dot(vWorldNormal.xyz, vWorldNormal.xyz) > 0.5)
|
||||
{
|
||||
vec3 normal = normalize(vWorldNormal.xyz);
|
||||
return mix(R_WallColormap(lightnum, z, normal), R_PlaneColormap(lightnum, z), abs(normal.y));
|
||||
}
|
||||
else // vWorldNormal is not set on sprites
|
||||
{
|
||||
return R_PlaneColormap(lightnum, z);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return R_ZDoomColormap(light, z);
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Doom software lighting equation
|
||||
//
|
||||
//===========================================================================
|
||||
float R_DoomLightingEquation(float light)
|
||||
{
|
||||
// z is the depth in view space, positive going into the screen
|
||||
float z;
|
||||
if (((uPalLightLevels >> 8) & 0xff) == 2)
|
||||
{
|
||||
z = distance(pixelpos.xyz, uCameraPos.xyz);
|
||||
}
|
||||
else
|
||||
{
|
||||
z = pixelpos.w;
|
||||
}
|
||||
|
||||
if ((uPalLightLevels >> 16) == 5) // gl_lightmode 5: Build software lighting emulation.
|
||||
{
|
||||
// This is a lot more primitive than Doom's lighting...
|
||||
float numShades = float(uPalLightLevels & 255);
|
||||
float curshade = (1.0 - light) * (numShades - 1.0);
|
||||
float visibility = max(uGlobVis * uLightFactor * z, 0.0);
|
||||
float shade = clamp((curshade + visibility), 0.0, numShades - 1.0);
|
||||
return clamp(shade * uLightDist, 0.0, 1.0);
|
||||
}
|
||||
|
||||
float colormap = R_DoomColormap(light, z);
|
||||
|
||||
if ((uPalLightLevels & 0xff) != 0)
|
||||
colormap = floor(colormap) + 0.5;
|
||||
|
||||
// Result is the normalized colormap index (0 bright .. 1 dark)
|
||||
return clamp(colormap, 0.0, 31.0) / 32.0;
|
||||
}
|
Loading…
Reference in a new issue