mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-27 06:12:19 +00:00
331 lines
7.5 KiB
GLSL
331 lines
7.5 KiB
GLSL
in vec4 pixelpos;
|
|
in vec2 glowdist;
|
|
|
|
in vec4 vTexCoord;
|
|
in vec4 vColor;
|
|
|
|
#ifdef SHADER_STORAGE_LIGHTS
|
|
layout(std430, binding = 3) buffer ParameterBuffer
|
|
{
|
|
vec4 lights[];
|
|
};
|
|
#elif defined MAXLIGHTS128
|
|
uniform vec4 lights[256];
|
|
#else
|
|
uniform vec4 lights[128];
|
|
#endif
|
|
|
|
|
|
uniform sampler2D tex;
|
|
|
|
vec4 Process(vec4 color);
|
|
vec4 ProcessTexel();
|
|
vec4 ProcessLight(vec4 color);
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Desaturate a color
|
|
//
|
|
//===========================================================================
|
|
|
|
vec4 desaturate(vec4 texel)
|
|
{
|
|
if (uDesaturationFactor > 0.0)
|
|
{
|
|
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
|
|
return mix (texel, vec4(gray,gray,gray,texel.a), uDesaturationFactor);
|
|
}
|
|
else
|
|
{
|
|
return texel;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// This function is common for all (non-special-effect) fragment shaders
|
|
//
|
|
//===========================================================================
|
|
|
|
vec4 getTexel(vec2 st)
|
|
{
|
|
vec4 texel = texture2D(tex, st);
|
|
|
|
//
|
|
// Apply texture modes
|
|
//
|
|
switch (uTextureMode)
|
|
{
|
|
case 1:
|
|
texel.rgb = vec3(1.0,1.0,1.0);
|
|
break;
|
|
|
|
case 2:
|
|
texel.a = 1.0;
|
|
break;
|
|
|
|
case 3:
|
|
texel = vec4(1.0-texel.r, 1.0-texel.b, 1.0-texel.g, texel.a);
|
|
break;
|
|
}
|
|
texel *= uObjectColor;
|
|
|
|
return desaturate(texel);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Doom lighting equation ripped from EDGE.
|
|
// Big thanks to EDGE developers for making the only port
|
|
// that actually replicates software renderer's lighting in OpenGL.
|
|
// Float version.
|
|
// Basically replace int with float and divide all constants by 31.
|
|
//
|
|
//===========================================================================
|
|
|
|
float R_DoomLightingEquation(float light, float dist)
|
|
{
|
|
// Changing this constant gives results very similar to changing r_visibility.
|
|
// Default is 232, it seems to give exactly the same light bands as software renderer.
|
|
#define DOOMLIGHTFACTOR 232.0
|
|
|
|
/* L in the range 0 to 63 */
|
|
float L = light * 63.0/31.0;
|
|
|
|
float min_L = clamp(36.0/31.0 - L, 0.0, 1.0);
|
|
|
|
// Fix objects getting totally black when close.
|
|
if (dist < 0.0001)
|
|
dist = 0.0001;
|
|
|
|
float scale = 1.0 / dist;
|
|
float index = (59.0/31.0 - L) - (scale * DOOMLIGHTFACTOR/31.0 - DOOMLIGHTFACTOR/31.0);
|
|
|
|
/* result is colormap index (0 bright .. 31 dark) */
|
|
return clamp(index, min_L, 1.0);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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(float fogdist, float fogfactor)
|
|
{
|
|
vec4 color = vColor;
|
|
|
|
if (uLightLevel >= 0.0)
|
|
{
|
|
float newlightlevel = 1.0 - R_DoomLightingEquation(uLightLevel, gl_FragCoord.z);
|
|
color.rgb *= newlightlevel;
|
|
}
|
|
else if (uFogEnabled > 0.0)
|
|
{
|
|
// 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);
|
|
|
|
//
|
|
// apply brightmaps (or other light manipulation by custom shaders.
|
|
//
|
|
color = ProcessLight(color);
|
|
|
|
//
|
|
// apply dynamic lights (except additive)
|
|
//
|
|
|
|
vec4 dynlight = uDynLightColor;
|
|
|
|
if (uLightRange.z > uLightRange.x)
|
|
{
|
|
//
|
|
// modulated lights
|
|
//
|
|
for(int i=uLightRange.x; i<uLightRange.y; i+=2)
|
|
{
|
|
vec4 lightpos = lights[i];
|
|
vec4 lightcolor = lights[i+1];
|
|
|
|
lightcolor.rgb *= max(lightpos.w - distance(pixelpos.xyz, lightpos.xyz),0.0) / lightpos.w;
|
|
dynlight.rgb += lightcolor.rgb;
|
|
}
|
|
//
|
|
// subtractive lights
|
|
//
|
|
for(int i=uLightRange.y; i<uLightRange.z; i+=2)
|
|
{
|
|
vec4 lightpos = lights[i];
|
|
vec4 lightcolor = lights[i+1];
|
|
|
|
lightcolor.rgb *= max(lightpos.w - distance(pixelpos.xyz, lightpos.xyz),0.0) / lightpos.w;
|
|
dynlight.rgb -= lightcolor.rgb;
|
|
}
|
|
}
|
|
color.rgb = clamp(color.rgb + desaturate(dynlight).rgb, 0.0, 1.4);
|
|
|
|
// prevent any unintentional messing around with the alpha.
|
|
return vec4(color.rgb, vColor.a);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Applies colored fog
|
|
//
|
|
//===========================================================================
|
|
|
|
vec4 applyFog(vec4 frag, float fogfactor)
|
|
{
|
|
return vec4(mix(uFogColor.rgb, frag.rgb, fogfactor), frag.a);
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Main shader routine
|
|
//
|
|
//===========================================================================
|
|
|
|
void main()
|
|
{
|
|
#ifndef NO_DISCARD
|
|
// clip plane emulation for plane reflections. These are always perfectly horizontal so a simple check of the pixelpos's y coordinate is sufficient.
|
|
if (pixelpos.y > uClipHeightTop) discard;
|
|
if (pixelpos.y < uClipHeightBottom) discard;
|
|
#endif
|
|
|
|
vec4 frag = ProcessTexel();
|
|
|
|
#ifndef NO_DISCARD
|
|
// alpha testing
|
|
if (frag.a <= uAlphaThreshold) discard;
|
|
#endif
|
|
|
|
|
|
switch (uFixedColormap)
|
|
{
|
|
case 0:
|
|
{
|
|
float fogdist = 0.0;
|
|
float fogfactor = 0.0;
|
|
|
|
|
|
|
|
//
|
|
// calculate fog factor
|
|
//
|
|
if (uFogEnabled != 0)
|
|
{
|
|
if (uFogEnabled == 1 || uFogEnabled == -1)
|
|
{
|
|
fogdist = pixelpos.w;
|
|
}
|
|
else
|
|
{
|
|
fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz));
|
|
}
|
|
fogfactor = exp2 (uFogDensity * fogdist);
|
|
}
|
|
|
|
|
|
frag *= getLightColor(fogdist, fogfactor);
|
|
|
|
if (uLightRange.w > uLightRange.z)
|
|
{
|
|
vec4 addlight = vec4(0.0,0.0,0.0,0.0);
|
|
|
|
//
|
|
// additive lights - these can be done after the alpha test.
|
|
//
|
|
for(int i=uLightRange.z; i<uLightRange.w; i+=2)
|
|
{
|
|
vec4 lightpos = lights[i];
|
|
vec4 lightcolor = lights[i+1];
|
|
|
|
lightcolor.rgb *= max(lightpos.w - distance(pixelpos.xyz, lightpos.xyz),0.0) / lightpos.w;
|
|
addlight.rgb += lightcolor.rgb;
|
|
}
|
|
frag.rgb = clamp(frag.rgb + desaturate(addlight).rgb, 0.0, 1.0);
|
|
}
|
|
|
|
//
|
|
// colored fog
|
|
//
|
|
if (uFogEnabled < 0)
|
|
{
|
|
frag = applyFog(frag, fogfactor);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 1:
|
|
{
|
|
float gray = (frag.r * 0.3 + frag.g * 0.56 + frag.b * 0.14);
|
|
vec4 cm = uFixedColormapStart + gray * uFixedColormapRange;
|
|
frag = vec4(clamp(cm.rgb, 0.0, 1.0), frag.a*vColor.a);
|
|
break;
|
|
}
|
|
|
|
case 2:
|
|
{
|
|
frag = frag * uFixedColormapStart;
|
|
frag.a *= vColor.a;
|
|
break;
|
|
}
|
|
|
|
case 3:
|
|
{
|
|
float fogdist;
|
|
float fogfactor;
|
|
|
|
//
|
|
// calculate fog factor
|
|
//
|
|
if (uFogEnabled == -1)
|
|
{
|
|
fogdist = pixelpos.w;
|
|
}
|
|
else
|
|
{
|
|
fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz));
|
|
}
|
|
fogfactor = exp2 (uFogDensity * fogdist);
|
|
|
|
frag = vec4(uFogColor.rgb, (1.0 - fogfactor) * frag.a * 0.75 * vColor.a);
|
|
break;
|
|
}
|
|
}
|
|
gl_FragColor = frag;
|
|
}
|
|
|