in vec4 pixelpos; in vec3 glowdist; in vec3 gradientdist; in vec4 vWorldNormal; in vec4 vEyeNormal; in vec4 vTexCoord; in vec4 vColor; layout(location=0) out vec4 FragColor; #ifdef GBUFFER_PASS layout(location=1) out vec4 FragFog; layout(location=2) out vec4 FragNormal; #endif struct Material { vec4 Base; vec4 Bright; vec3 Normal; vec3 Specular; float Glossiness; float SpecularLevel; float Metallic; float Roughness; float AO; }; vec4 Process(vec4 color); vec4 ProcessTexel(); Material ProcessMaterial(); vec4 ProcessLight(Material mat, vec4 color); vec3 ProcessMaterialLight(Material material, vec3 color); //=========================================================================== // // Color to grayscale // //=========================================================================== float grayscale(vec4 color) { return dot(color.rgb, vec3(0.3, 0.56, 0.14)); } //=========================================================================== // // Desaturate a color // //=========================================================================== vec4 desaturate(vec4 texel) { if (uDesaturationFactor > 0.0) { float gray = grayscale(texel); 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 = texture(tex, st); // // Apply texture modes // switch (uTextureMode) { case 1: // TM_STENCIL texel.rgb = vec3(1.0,1.0,1.0); break; case 2: // TM_OPAQUE texel.a = 1.0; break; case 3: // TM_INVERSE texel = vec4(1.0-texel.r, 1.0-texel.b, 1.0-texel.g, texel.a); break; case 4: // TM_ALPHATEXTURE { float gray = grayscale(texel); texel = vec4(1.0, 1.0, 1.0, gray*texel.a); break; } case 5: // TM_CLAMPY if (st.t < 0.0 || st.t > 1.0) { texel.a = 0.0; } break; case 6: // TM_OPAQUEINVERSE texel = vec4(1.0-texel.r, 1.0-texel.b, 1.0-texel.g, 1.0); break; case 7: //TM_FOGLAYER return texel; } if (uObjectColor2.a == 0.0) texel *= uObjectColor; else texel *= mix(uObjectColor, uObjectColor2, gradientdist.z); return desaturate(texel); } //=========================================================================== // // Vanilla Doom wall colormap equation // //=========================================================================== float R_WallColormap(float lightnum, float z) { // 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 = vWorldNormal.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) { return mix(R_WallColormap(lightnum, z), R_PlaneColormap(lightnum, z), abs(vWorldNormal.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; } 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; } //=========================================================================== // // Check if light is in shadow according to its 1D shadow map // //=========================================================================== #ifdef SUPPORTS_SHADOWMAPS float shadowDirToU(vec2 dir) { if (abs(dir.y) > abs(dir.x)) { float x = dir.x / dir.y * 0.125; if (dir.y >= 0.0) return 0.125 + x; else return (0.50 + 0.125) + x; } else { float y = dir.y / dir.x * 0.125; if (dir.x >= 0.0) return (0.25 + 0.125) - y; else return (0.75 + 0.125) - y; } } vec2 shadowUToDir(float u) { u *= 4.0; vec2 raydir; switch (int(u)) { case 0: raydir = vec2(u * 2.0 - 1.0, 1.0); break; case 1: raydir = vec2(1.0, 1.0 - (u - 1.0) * 2.0); break; case 2: raydir = vec2(1.0 - (u - 2.0) * 2.0, -1.0); break; case 3: raydir = vec2(-1.0, (u - 3.0) * 2.0 - 1.0); break; } return raydir; } float sampleShadowmap(vec3 planePoint, float v) { float bias = 1.0; float negD = dot(vWorldNormal.xyz, planePoint); vec3 ray = planePoint; vec2 isize = textureSize(ShadowMap, 0); float scale = float(isize.x) * 0.25; // Snap to shadow map texel grid if (abs(ray.z) > abs(ray.x)) { ray.y = ray.y / abs(ray.z); ray.x = ray.x / abs(ray.z); ray.x = (floor((ray.x + 1.0) * 0.5 * scale) + 0.5) / scale * 2.0 - 1.0; ray.z = sign(ray.z); } else { ray.y = ray.y / abs(ray.x); ray.z = ray.z / abs(ray.x); ray.z = (floor((ray.z + 1.0) * 0.5 * scale) + 0.5) / scale * 2.0 - 1.0; ray.x = sign(ray.x); } float t = negD / dot(vWorldNormal.xyz, ray) - bias; vec2 dir = ray.xz * t; float u = shadowDirToU(dir); float dist2 = dot(dir, dir); return step(dist2, texture(ShadowMap, vec2(u, v)).x); } float sampleShadowmapPCF(vec3 planePoint, float v) { float bias = 1.0; float negD = dot(vWorldNormal.xyz, planePoint); vec3 ray = planePoint; if (abs(ray.z) > abs(ray.x)) ray.y = ray.y / abs(ray.z); else ray.y = ray.y / abs(ray.x); vec2 isize = textureSize(ShadowMap, 0); float scale = float(isize.x); float texelPos = floor(shadowDirToU(ray.xz) * scale); float sum = 0.0; float step_count = uShadowmapFilter; texelPos -= step_count + 0.5; for (float x = -step_count; x <= step_count; x++) { float u = fract(texelPos / scale); vec2 dir = shadowUToDir(u); ray.x = dir.x; ray.z = dir.y; float t = negD / dot(vWorldNormal.xyz, ray) - bias; dir = ray.xz * t; float dist2 = dot(dir, dir); sum += step(dist2, texture(ShadowMap, vec2(u, v)).x); texelPos++; } return sum / (uShadowmapFilter * 2.0 + 1.0); } float shadowmapAttenuation(vec4 lightpos, float shadowIndex) { if (shadowIndex >= 1024.0) return 1.0; // No shadowmap available for this light vec3 planePoint = pixelpos.xyz - lightpos.xyz; if (dot(planePoint.xz, planePoint.xz) < 1.0) return 1.0; // Light is too close float v = (shadowIndex + 0.5) / 1024.0; if (uShadowmapFilter <= 0) { return sampleShadowmap(planePoint, v); } else { return sampleShadowmapPCF(planePoint, v); } } float shadowAttenuation(vec4 lightpos, float lightcolorA) { float shadowIndex = abs(lightcolorA) - 1.0; return shadowmapAttenuation(lightpos, shadowIndex); } #else float shadowAttenuation(vec4 lightpos, float lightcolorA) { return 1.0; } #endif float spotLightAttenuation(vec4 lightpos, vec3 spotdir, float lightCosInnerAngle, float lightCosOuterAngle) { vec3 lightDirection = normalize(lightpos.xyz - pixelpos.xyz); float cosDir = dot(lightDirection, spotdir); return smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir); } //=========================================================================== // // Adjust normal vector according to the normal map // //=========================================================================== #if defined(NORMALMAP) mat3 cotangent_frame(vec3 n, vec3 p, vec2 uv) { // get edge vectors of the pixel triangle vec3 dp1 = dFdx(p); vec3 dp2 = dFdy(p); vec2 duv1 = dFdx(uv); vec2 duv2 = dFdy(uv); // solve the linear system vec3 dp2perp = cross(n, dp2); // cross(dp2, n); vec3 dp1perp = cross(dp1, n); // cross(n, dp1); vec3 t = dp2perp * duv1.x + dp1perp * duv2.x; vec3 b = dp2perp * duv1.y + dp1perp * duv2.y; // construct a scale-invariant frame float invmax = inversesqrt(max(dot(t,t), dot(b,b))); return mat3(t * invmax, b * invmax, n); } vec3 ApplyNormalMap(vec2 texcoord) { #define WITH_NORMALMAP_UNSIGNED #define WITH_NORMALMAP_GREEN_UP //#define WITH_NORMALMAP_2CHANNEL vec3 interpolatedNormal = normalize(vWorldNormal.xyz); vec3 map = texture(normaltexture, texcoord).xyz; #if defined(WITH_NORMALMAP_UNSIGNED) map = map * 255./127. - 128./127.; // Math so "odd" because 0.5 cannot be precisely described in an unsigned format #endif #if defined(WITH_NORMALMAP_2CHANNEL) map.z = sqrt(1 - dot(map.xy, map.xy)); #endif #if defined(WITH_NORMALMAP_GREEN_UP) map.y = -map.y; #endif mat3 tbn = cotangent_frame(interpolatedNormal, pixelpos.xyz, vTexCoord.st); vec3 bumpedNormal = normalize(tbn * map); return bumpedNormal; } #else vec3 ApplyNormalMap(vec2 texcoord) { return normalize(vWorldNormal.xyz); } #endif //=========================================================================== // // 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, float fogdist, float fogfactor) { 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); // // apply brightmaps (or other light manipulation by custom shaders. // color = ProcessLight(material, color); // // apply dynamic lights // return vec4(ProcessMaterialLight(material, color.rgb), material.Base.a * vColor.a); } //=========================================================================== // // Applies colored fog // //=========================================================================== vec4 applyFog(vec4 frag, float fogfactor) { return vec4(mix(uFogColor.rgb, frag.rgb, fogfactor), frag.a); } //=========================================================================== // // 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); } //=========================================================================== // // Main shader routine // //=========================================================================== void main() { Material material = ProcessMaterial(); vec4 frag = material.Base; #ifndef NO_ALPHATEST if (frag.a <= uAlphaThreshold) discard; #endif if (uFogEnabled != -3) // check for special 2D 'fog' mode. { float fogdist = 0.0; float fogfactor = 0.0; // // calculate fog factor // 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); } if (uTextureMode != 7) { frag = getLightColor(material, fogdist, fogfactor); // // colored fog // if (uFogEnabled < 0) { frag = applyFog(frag, fogfactor); } } else { frag = vec4(uFogColor.rgb, (1.0 - fogfactor) * frag.a * 0.75 * vColor.a); } } else // simple 2D (uses the fog color to add a color overlay) { if (uTextureMode == 7) { float gray = grayscale(frag); vec4 cm = (uObjectColor + gray * (uObjectColor2 - uObjectColor)) * 2; frag = vec4(clamp(cm.rgb, 0.0, 1.0), frag.a); } frag = frag * ProcessLight(material, vColor); frag.rgb = frag.rgb + uFogColor.rgb; } FragColor = frag; #ifdef GBUFFER_PASS FragFog = vec4(AmbientOcclusionColor(), 1.0); FragNormal = vec4(vEyeNormal.xyz * 0.5 + 0.5, 1.0); #endif }