qzdoom/wadsrc/static/shaders/glsl/main.fp

258 lines
5.8 KiB
GLSL

// 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
#ifdef DYNLIGHT
// ATI does not like this inside an #ifdef so it will be prepended by the compiling code inside the .EXE now.
//#version 120
//#extension GL_EXT_gpu_shader4 : enable
uniform ivec3 lightrange;
#ifndef MAXLIGHTS128
uniform vec4 lights[256];
#else
uniform vec4 lights[128];
#endif
#endif
uniform int fogenabled;
uniform vec4 fogcolor;
uniform vec4 objectcolor;
uniform vec3 dlightcolor;
uniform vec3 camerapos;
varying vec4 pixelpos;
varying vec4 fogparm;
//uniform vec2 lightparms;
uniform float desaturation_factor;
uniform vec4 topglowcolor;
uniform vec4 bottomglowcolor;
varying vec2 glowdist;
uniform int texturemode;
uniform sampler2D tex;
vec4 Process(vec4 color);
varying float lightlevel;
#ifdef SOFTLIGHT
// 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)
{
/* 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);
}
#endif
//===========================================================================
//
// Desaturate a color
//
//===========================================================================
vec4 desaturate(vec4 texel)
{
#ifndef NO_DESATURATE
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return mix (vec4(gray,gray,gray,texel.a), texel, desaturation_factor);
#else
return texel;
#endif
}
//===========================================================================
//
// Calculate light
//
//===========================================================================
vec4 getLightColor(float fogdist, float fogfactor)
{
vec4 color = gl_Color;
#ifdef SOFTLIGHT
float newlightlevel = 1.0 - R_DoomLightingEquation(lightlevel, gl_FragCoord.z);
color.rgb *= clamp(vec3(newlightlevel) + dlightcolor, 0.0, 1.0);
#endif
#ifndef NO_FOG
//
// apply light diminishing
//
if (fogenabled > 0)
{
#if (defined(DOOMLIGHT)) && !defined SOFTLIGHT
// special lighting mode 'Doom' not available on older cards for performance reasons.
if (fogdist < fogparm.y)
{
color.rgb *= fogparm.x - (fogdist / fogparm.y) * (fogparm.x - 1.0);
}
#endif
//color = vec4(color.rgb * (1.0 - fogfactor), color.a);
color.rgb = mix(vec3(0.0, 0.0, 0.0), color.rgb, fogfactor);
}
#endif
#ifndef NO_GLOW
//
// handle glowing walls
//
if (topglowcolor.a > 0.0 && glowdist.x < topglowcolor.a)
{
color.rgb += desaturate(topglowcolor * (1.0 - glowdist.x / topglowcolor.a)).rgb;
}
if (bottomglowcolor.a > 0.0 && glowdist.y < bottomglowcolor.a)
{
color.rgb += desaturate(bottomglowcolor * (1.0 - glowdist.y / bottomglowcolor.a)).rgb;
}
color = min(color, 1.0);
#endif
// calculation of actual light color is complete.
return color;
}
//===========================================================================
//
// Gets a texel and performs common manipulations
//
//===========================================================================
vec4 getTexel(vec2 st)
{
vec4 texel = texture2D(tex, st);
#ifndef NO_TEXTUREMODE
//
// Apply texture modes
//
if (texturemode == 2)
{
texel.a = 1.0;
}
else if (texturemode == 1)
{
texel.rgb = vec3(1.0,1.0,1.0);
}
#endif
return desaturate(texel * objectcolor);
}
//===========================================================================
//
// Applies colored fog
//
//===========================================================================
#ifndef NO_FOG
vec4 applyFog(vec4 frag, float fogfactor)
{
return vec4(mix(fogcolor.rgb, frag.rgb, fogfactor), frag.a);
}
#endif
//===========================================================================
//
// Main shader routine
//
//===========================================================================
void main()
{
float fogdist = 0.0;
float fogfactor = 0.0;
#ifdef DYNLIGHT
vec4 dynlight = vec4(0.0,0.0,0.0,0.0);
vec4 addlight = vec4(0.0,0.0,0.0,0.0);
#endif
#ifndef NO_FOG
//
// calculate fog factor
//
if (fogenabled != 0)
{
if (fogenabled == 1 || fogenabled == -1)
{
fogdist = pixelpos.w;
}
else
{
fogdist = max(16.0, distance(pixelpos.xyz, camerapos));
}
fogfactor = exp2 (fogparm.z * fogdist);
}
#endif
vec4 frag = getLightColor(fogdist, fogfactor);
#ifdef DYNLIGHT
for(int i=0; i<lightrange.x; 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 += lightcolor;
}
for(int i=lightrange.x; i<lightrange.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 -= lightcolor;
}
for(int i=lightrange.y; i<lightrange.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;
addlight += lightcolor;
}
frag.rgb = clamp(frag.rgb + dynlight.rgb, 0.0, 1.4);
#endif
frag = Process(frag);
#ifdef DYNLIGHT
frag.rgb += addlight.rgb;
#endif
#ifndef NO_FOG
if (fogenabled < 0)
{
frag = applyFog(frag, fogfactor);
}
#endif
gl_FragColor = frag;
}