mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 20:40:47 +00:00
784 lines
21 KiB
GLSL
784 lines
21 KiB
GLSL
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layout(location = 0) in vec4 vTexCoord;
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layout(location = 1) in vec4 vColor;
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layout(location = 2) in vec4 pixelpos;
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layout(location = 3) in vec3 glowdist;
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layout(location = 4) in vec3 gradientdist;
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layout(location = 5) in vec4 vWorldNormal;
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layout(location = 6) in vec4 vEyeNormal;
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#ifdef NO_CLIPDISTANCE_SUPPORT
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layout(location = 7) in vec4 ClipDistanceA;
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layout(location = 8) in vec4 ClipDistanceB;
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#endif
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layout(location=0) out vec4 FragColor;
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#ifdef GBUFFER_PASS
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layout(location=1) out vec4 FragFog;
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layout(location=2) out vec4 FragNormal;
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#endif
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struct Material
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{
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vec4 Base;
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vec4 Bright;
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vec4 Glow;
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vec3 Normal;
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vec3 Specular;
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float Glossiness;
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float SpecularLevel;
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float Metallic;
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float Roughness;
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float AO;
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};
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vec4 Process(vec4 color);
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vec4 ProcessTexel();
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Material ProcessMaterial(); // note that this is deprecated. Use SetupMaterial!
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void SetupMaterial(inout Material mat);
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vec4 ProcessLight(Material mat, vec4 color);
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vec3 ProcessMaterialLight(Material material, vec3 color);
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vec2 GetTexCoord();
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// These get Or'ed into uTextureMode because it only uses its 3 lowermost bits.
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const int TEXF_Brightmap = 0x10000;
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const int TEXF_Detailmap = 0x20000;
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const int TEXF_Glowmap = 0x40000;
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//===========================================================================
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//
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// Color to grayscale
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//
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//===========================================================================
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float grayscale(vec4 color)
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{
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return dot(color.rgb, vec3(0.3, 0.56, 0.14));
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}
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//===========================================================================
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//
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// Desaturate a color
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//
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//===========================================================================
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vec4 dodesaturate(vec4 texel, float factor)
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{
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if (factor != 0.0)
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{
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float gray = grayscale(texel);
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return mix (texel, vec4(gray,gray,gray,texel.a), factor);
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}
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else
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{
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return texel;
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}
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}
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//===========================================================================
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//
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// Desaturate a color
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//
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//===========================================================================
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vec4 desaturate(vec4 texel)
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{
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return dodesaturate(texel, uDesaturationFactor);
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}
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//===========================================================================
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//
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// Texture tinting code originally from JFDuke but with a few more options
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//
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//===========================================================================
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const int Tex_Blend_Alpha = 1;
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const int Tex_Blend_Screen = 2;
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const int Tex_Blend_Overlay = 3;
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const int Tex_Blend_Hardlight = 4;
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vec4 ApplyTextureManipulation(vec4 texel, int blendflags)
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{
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// Step 1: desaturate according to the material's desaturation factor.
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texel = dodesaturate(texel, uTextureModulateColor.a);
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// Step 2: Invert if requested
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if ((blendflags & 8) != 0)
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{
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texel.rgb = vec3(1.0 - texel.r, 1.0 - texel.g, 1.0 - texel.b);
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}
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// Step 3: Apply additive color
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texel.rgb += uTextureAddColor.rgb;
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// Step 4: Colorization, including gradient if set.
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texel.rgb *= uTextureModulateColor.rgb;
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// Before applying the blend the value needs to be clamped to [0..1] range.
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texel.rgb = clamp(texel.rgb, 0.0, 1.0);
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// Step 5: Apply a blend. This may just be a translucent overlay or one of the blend modes present in current Build engines.
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if ((blendflags & 7) != 0)
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{
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vec3 tcol = texel.rgb * 255.0; // * 255.0 to make it easier to reuse the integer math.
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vec4 tint = uTextureBlendColor * 255.0;
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switch (blendflags & 7)
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{
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default:
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tcol.b = tcol.b * (1.0 - uTextureBlendColor.a) + tint.b * uTextureBlendColor.a;
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tcol.g = tcol.g * (1.0 - uTextureBlendColor.a) + tint.g * uTextureBlendColor.a;
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tcol.r = tcol.r * (1.0 - uTextureBlendColor.a) + tint.r * uTextureBlendColor.a;
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break;
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// The following 3 are taken 1:1 from the Build engine
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case Tex_Blend_Screen:
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tcol.b = 255.0 - (((255.0 - tcol.b) * (255.0 - tint.r)) / 256.0);
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tcol.g = 255.0 - (((255.0 - tcol.g) * (255.0 - tint.g)) / 256.0);
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tcol.r = 255.0 - (((255.0 - tcol.r) * (255.0 - tint.b)) / 256.0);
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break;
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case Tex_Blend_Overlay:
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tcol.b = tcol.b < 128.0? (tcol.b * tint.b) / 128.0 : 255.0 - (((255.0 - tcol.b) * (255.0 - tint.b)) / 128.0);
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tcol.g = tcol.g < 128.0? (tcol.g * tint.g) / 128.0 : 255.0 - (((255.0 - tcol.g) * (255.0 - tint.g)) / 128.0);
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tcol.r = tcol.r < 128.0? (tcol.r * tint.r) / 128.0 : 255.0 - (((255.0 - tcol.r) * (255.0 - tint.r)) / 128.0);
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break;
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case Tex_Blend_Hardlight:
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tcol.b = tint.b < 128.0 ? (tcol.b * tint.b) / 128.0 : 255.0 - (((255.0 - tcol.b) * (255.0 - tint.b)) / 128.0);
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tcol.g = tint.g < 128.0 ? (tcol.g * tint.g) / 128.0 : 255.0 - (((255.0 - tcol.g) * (255.0 - tint.g)) / 128.0);
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tcol.r = tint.r < 128.0 ? (tcol.r * tint.r) / 128.0 : 255.0 - (((255.0 - tcol.r) * (255.0 - tint.r)) / 128.0);
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break;
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}
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texel.rgb = tcol / 255.0;
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}
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return texel;
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}
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//===========================================================================
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//
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// This function is common for all (non-special-effect) fragment shaders
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//
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//===========================================================================
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vec4 getTexel(vec2 st)
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{
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vec4 texel = texture(tex, st);
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//
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// Apply texture modes
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//
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switch (uTextureMode & 0xffff)
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{
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case 1: // TM_STENCIL
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texel.rgb = vec3(1.0,1.0,1.0);
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break;
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case 2: // TM_OPAQUE
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texel.a = 1.0;
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break;
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case 3: // TM_INVERSE
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texel = vec4(1.0-texel.r, 1.0-texel.b, 1.0-texel.g, texel.a);
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break;
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case 4: // TM_ALPHATEXTURE
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{
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float gray = grayscale(texel);
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texel = vec4(1.0, 1.0, 1.0, gray*texel.a);
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break;
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}
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case 5: // TM_CLAMPY
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if (st.t < 0.0 || st.t > 1.0)
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{
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texel.a = 0.0;
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}
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break;
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case 6: // TM_OPAQUEINVERSE
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texel = vec4(1.0-texel.r, 1.0-texel.b, 1.0-texel.g, 1.0);
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break;
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case 7: //TM_FOGLAYER
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return texel;
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}
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// Apply the texture modification colors.
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int blendflags = int(uTextureAddColor.a); // this alpha is unused otherwise
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if ((blendflags & 0x3fff) != 0) // keep the upper flags for other things.
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{
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// only apply the texture manipulation if it contains something.
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texel = ApplyTextureManipulation(texel, blendflags);
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}
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// Apply the Doom64 style material colors on top of everything from the texture modification settings.
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// This may be a bit redundant in terms of features but the data comes from different sources so this is unavoidable.
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texel.rgb += uAddColor.rgb;
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if (uObjectColor2.a == 0.0) texel *= uObjectColor;
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else texel *= mix(uObjectColor, uObjectColor2, gradientdist.z);
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// Last but not least apply the desaturation from the sector's light.
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return desaturate(texel);
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}
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//===========================================================================
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//
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// Vanilla Doom wall colormap equation
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//
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//===========================================================================
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float R_WallColormap(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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//===========================================================================
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//
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// Vanilla Doom plane colormap equation
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//
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//===========================================================================
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float R_PlaneColormap(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
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float startmap = (15.0 - lightnum) * 4.0;
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float scale = 160.0 / (lightz + 1.0);
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return startmap - scale * 0.5;
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}
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//===========================================================================
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//
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// zdoom colormap equation
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//
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//===========================================================================
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float R_ZDoomColormap(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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float R_DoomColormap(float light, float z)
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{
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if ((uPalLightLevels >> 16) == 16) // gl_lightmode 16
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{
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float lightnum = clamp(light * 15.0, 0.0, 15.0);
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if (dot(vWorldNormal.xyz, vWorldNormal.xyz) > 0.5)
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{
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vec3 normal = normalize(vWorldNormal.xyz);
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return mix(R_WallColormap(lightnum, z, normal), R_PlaneColormap(lightnum, z), abs(normal.y));
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}
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else // vWorldNormal is not set on sprites
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{
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return R_PlaneColormap(lightnum, z);
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}
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}
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else
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{
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return R_ZDoomColormap(light, z);
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}
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}
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//===========================================================================
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//
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// Doom software lighting equation
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//
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//===========================================================================
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float R_DoomLightingEquation(float light)
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{
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#ifndef PALETTE_EMULATION
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// z is the depth in view space, positive going into the screen
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float z;
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if (((uPalLightLevels >> 8) & 0xff) == 2)
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{
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z = distance(pixelpos.xyz, uCameraPos.xyz);
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}
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else
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{
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z = pixelpos.w;
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}
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if ((uPalLightLevels >> 16) == 5) // gl_lightmode 5: Build software lighting emulation.
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{
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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 - light) * (numShades - 1.0);
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float visibility = max(uGlobVis * uLightFactor * abs(z), 0.0);
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float shade = clamp((curshade + visibility), 0.0, numShades - 1.0);
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return clamp(shade * uLightDist, 0.0, 1.0);
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}
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float colormap = R_DoomColormap(light, z);
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if ((uPalLightLevels & 0xff) != 0)
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colormap = floor(colormap) + 0.5;
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// Result is the normalized colormap index (0 bright .. 1 dark)
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return clamp(colormap, 0.0, 31.0) / 32.0;
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#else
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return 0.0; // with palette emulation we do not want real lighting.
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#endif
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}
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//===========================================================================
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//
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// Check if light is in shadow according to its 1D shadow map
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//
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//===========================================================================
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#ifdef SUPPORTS_SHADOWMAPS
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float shadowDirToU(vec2 dir)
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{
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if (abs(dir.y) > abs(dir.x))
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{
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float x = dir.x / dir.y * 0.125;
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if (dir.y >= 0.0)
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return 0.125 + x;
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else
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return (0.50 + 0.125) + x;
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}
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else
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{
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float y = dir.y / dir.x * 0.125;
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if (dir.x >= 0.0)
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return (0.25 + 0.125) - y;
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else
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return (0.75 + 0.125) - y;
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}
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}
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vec2 shadowUToDir(float u)
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{
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u *= 4.0;
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vec2 raydir;
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switch (int(u))
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{
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case 0: raydir = vec2(u * 2.0 - 1.0, 1.0); break;
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case 1: raydir = vec2(1.0, 1.0 - (u - 1.0) * 2.0); break;
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case 2: raydir = vec2(1.0 - (u - 2.0) * 2.0, -1.0); break;
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case 3: raydir = vec2(-1.0, (u - 3.0) * 2.0 - 1.0); break;
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}
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return raydir;
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}
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float sampleShadowmap(vec3 planePoint, float v)
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{
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float bias = 1.0;
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float negD = dot(vWorldNormal.xyz, planePoint);
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vec3 ray = planePoint;
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vec2 isize = textureSize(ShadowMap, 0);
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float scale = float(isize.x) * 0.25;
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// Snap to shadow map texel grid
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if (abs(ray.z) > abs(ray.x))
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{
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ray.y = ray.y / abs(ray.z);
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ray.x = ray.x / abs(ray.z);
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ray.x = (floor((ray.x + 1.0) * 0.5 * scale) + 0.5) / scale * 2.0 - 1.0;
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ray.z = sign(ray.z);
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}
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else
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{
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ray.y = ray.y / abs(ray.x);
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ray.z = ray.z / abs(ray.x);
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ray.z = (floor((ray.z + 1.0) * 0.5 * scale) + 0.5) / scale * 2.0 - 1.0;
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ray.x = sign(ray.x);
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}
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float t = negD / dot(vWorldNormal.xyz, ray) - bias;
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vec2 dir = ray.xz * t;
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float u = shadowDirToU(dir);
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float dist2 = dot(dir, dir);
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return step(dist2, texture(ShadowMap, vec2(u, v)).x);
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}
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float sampleShadowmapPCF(vec3 planePoint, float v)
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{
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float bias = 1.0;
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float negD = dot(vWorldNormal.xyz, planePoint);
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vec3 ray = planePoint;
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if (abs(ray.z) > abs(ray.x))
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ray.y = ray.y / abs(ray.z);
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else
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ray.y = ray.y / abs(ray.x);
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vec2 isize = textureSize(ShadowMap, 0);
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float scale = float(isize.x);
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float texelPos = floor(shadowDirToU(ray.xz) * scale);
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float sum = 0.0;
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float step_count = uShadowmapFilter;
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texelPos -= step_count + 0.5;
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for (float x = -step_count; x <= step_count; x++)
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{
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float u = fract(texelPos / scale);
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vec2 dir = shadowUToDir(u);
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ray.x = dir.x;
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ray.z = dir.y;
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float t = negD / dot(vWorldNormal.xyz, ray) - bias;
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dir = ray.xz * t;
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float dist2 = dot(dir, dir);
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sum += step(dist2, texture(ShadowMap, vec2(u, v)).x);
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texelPos++;
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}
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return sum / (uShadowmapFilter * 2.0 + 1.0);
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}
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float shadowmapAttenuation(vec4 lightpos, float shadowIndex)
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{
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if (shadowIndex >= 1024.0)
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return 1.0; // No shadowmap available for this light
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vec3 planePoint = pixelpos.xyz - lightpos.xyz;
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planePoint += 0.01; // nudge light position slightly as Doom maps tend to have their lights perfectly aligned with planes
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if (dot(planePoint.xz, planePoint.xz) < 1.0)
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return 1.0; // Light is too close
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float v = (shadowIndex + 0.5) / 1024.0;
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if (uShadowmapFilter <= 0)
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{
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return sampleShadowmap(planePoint, v);
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}
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else
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{
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return sampleShadowmapPCF(planePoint, v);
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}
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}
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float shadowAttenuation(vec4 lightpos, float lightcolorA)
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{
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float shadowIndex = abs(lightcolorA) - 1.0;
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return shadowmapAttenuation(lightpos, shadowIndex);
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}
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#else
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float shadowAttenuation(vec4 lightpos, float lightcolorA)
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{
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return 1.0;
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}
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#endif
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float spotLightAttenuation(vec4 lightpos, vec3 spotdir, float lightCosInnerAngle, float lightCosOuterAngle)
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{
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vec3 lightDirection = normalize(lightpos.xyz - pixelpos.xyz);
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float cosDir = dot(lightDirection, spotdir);
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return smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir);
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}
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//===========================================================================
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//
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// Adjust normal vector according to the normal map
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//
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//===========================================================================
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#if defined(NORMALMAP)
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mat3 cotangent_frame(vec3 n, vec3 p, vec2 uv)
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{
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// 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
|
|
|
|
//===========================================================================
|
|
//
|
|
// Sets the common material properties.
|
|
//
|
|
//===========================================================================
|
|
|
|
void SetMaterialProps(inout Material material, vec2 texCoord)
|
|
{
|
|
#ifdef NPOT_EMULATION
|
|
if (uNpotEmulation.y != 0.0)
|
|
{
|
|
float period = floor(texCoord.t / uNpotEmulation.y);
|
|
texCoord.s += uNpotEmulation.x * floor(mod(texCoord.t, uNpotEmulation.y));
|
|
texCoord.t = period + mod(texCoord.t, uNpotEmulation.y);
|
|
}
|
|
#endif
|
|
material.Base = getTexel(texCoord.st);
|
|
material.Normal = ApplyNormalMap(texCoord.st);
|
|
|
|
// OpenGL doesn't care, but Vulkan pukes all over the place if these texture samplings are included in no-texture shaders, even though never called.
|
|
#ifndef NO_LAYERS
|
|
if ((uTextureMode & TEXF_Brightmap) != 0)
|
|
material.Bright = texture(brighttexture, texCoord.st);
|
|
|
|
if ((uTextureMode & TEXF_Detailmap) != 0)
|
|
{
|
|
vec4 Detail = texture(detailtexture, texCoord.st * uDetailParms.xy) * uDetailParms.z;
|
|
material.Base.rgb *= Detail.rgb;
|
|
}
|
|
|
|
if ((uTextureMode & TEXF_Glowmap) != 0)
|
|
material.Glow = texture(glowtexture, texCoord.st);
|
|
#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);
|
|
|
|
// these cannot be safely applied by the legacy format where the implementation cannot guarantee that the values are set.
|
|
#ifndef LEGACY_USER_SHADER
|
|
//
|
|
// 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 other light manipulation by custom shaders, default is a NOP.
|
|
//
|
|
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()
|
|
{
|
|
#ifdef NO_CLIPDISTANCE_SUPPORT
|
|
if (ClipDistanceA.x < 0 || ClipDistanceA.y < 0 || ClipDistanceA.z < 0 || ClipDistanceA.w < 0 || ClipDistanceB.x < 0) discard;
|
|
#endif
|
|
|
|
#ifndef LEGACY_USER_SHADER
|
|
Material material;
|
|
|
|
material.Base = vec4(0.0);
|
|
material.Bright = vec4(0.0);
|
|
material.Glow = vec4(0.0);
|
|
material.Normal = vec3(0.0);
|
|
material.Specular = vec3(0.0);
|
|
material.Glossiness = 0.0;
|
|
material.SpecularLevel = 0.0;
|
|
material.Metallic = 0.0;
|
|
material.Roughness = 0.0;
|
|
material.AO = 0.0;
|
|
SetupMaterial(material);
|
|
#else
|
|
Material material = ProcessMaterial();
|
|
#endif
|
|
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 & 0xffff) != 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 & 0xffff) == 7)
|
|
{
|
|
float gray = grayscale(frag);
|
|
vec4 cm = (uObjectColor + gray * (uAddColor - 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 = vec4(frag.rgb * uDynLightColor.a, frag.a); // apply a global fade factor.
|
|
#ifdef GBUFFER_PASS
|
|
FragFog = vec4(AmbientOcclusionColor(), 1.0);
|
|
FragNormal = vec4(vEyeNormal.xyz * 0.5 + 0.5, 1.0);
|
|
#endif
|
|
}
|