mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
568 lines
14 KiB
GLSL
568 lines
14 KiB
GLSL
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varying vec4 vTexCoord;
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varying vec4 vColor;
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varying vec4 pixelpos;
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varying vec3 glowdist;
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varying vec3 gradientdist;
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varying vec4 vWorldNormal;
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varying vec4 vEyeNormal;
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#ifdef NO_CLIPDISTANCE_SUPPORT
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varying vec4 ClipDistanceA;
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varying vec4 ClipDistanceB;
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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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};
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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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#if (DEF_DO_DESATURATE == 1)
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return dodesaturate(texel, uDesaturationFactor);
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#else
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return texel;
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#endif
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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)
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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 // TODO FIX
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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 ((DEF_BLEND_FLAGS & 7) != 0)
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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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#if ((DEF_BLEND_FLAGS & 7) == 1)
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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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#elif ((DEF_BLEND_FLAGS & 7) == 2) // 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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#elif ((DEF_BLEND_FLAGS & 7) == 3) // 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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#elif ((DEF_BLEND_FLAGS & 7) == 4) // 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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#endif
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texel.rgb = tcol / 255.0;
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#endif
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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 = texture2D(tex, st);
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#if (DEF_TEXTURE_MODE == 1)
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texel.rgb = vec3(1.0,1.0,1.0);
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#elif (DEF_TEXTURE_MODE == 2)// TM_OPAQUE
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texel.a = 1.0;
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#elif (DEF_TEXTURE_MODE == 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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#elif (DEF_TEXTURE_MODE == 4)// TM_ALPHATEXTURE
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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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#elif (DEF_TEXTURE_MODE == 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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#elif (DEF_TEXTURE_MODE == 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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#elif (DEF_TEXTURE_MODE == 7)//TM_FOGLAYER
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return texel;
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#endif
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// Apply the texture modification colors.
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#if (DEF_BLEND_FLAGS != 0)
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// only apply the texture manipulation if it contains something.
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texel = ApplyTextureManipulation(texel);
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#endif
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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 (DEF_USE_OBJECT_COLOR_2 == 1)
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texel *= mix(uObjectColor, uObjectColor2, gradientdist.z);
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#else
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texel *= uObjectColor;
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#endif
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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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// Doom software lighting equation
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//
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//===========================================================================
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#define DOOMLIGHTFACTOR 232.0
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float R_DoomLightingEquation_OLD(float light)
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{
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// z is the depth in view space, positive going into the screen
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float z = pixelpos.w;
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/* L in the range 0 to 63 */
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float L = light * 63.0/31.0;
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float min_L = clamp(36.0/31.0 - L, 0.0, 1.0);
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// Fix objects getting totally black when close.
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if (z < 0.0001)
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z = 0.0001;
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float scale = 1.0 / z;
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float index = (59.0/31.0 - L) - (scale * DOOMLIGHTFACTOR/31.0 - DOOMLIGHTFACTOR/31.0);
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// Result is the normalized colormap index (0 bright .. 1 dark)
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return clamp(index, min_L, 1.0) / 32.0;
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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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//===========================================================================
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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 (DEF_FOG_RADIAL == 1)
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z = distance(pixelpos.xyz, uCameraPos.xyz);
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#else
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z = pixelpos.w;
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#endif
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#if (DEF_BUILD_LIGHTING == 1) // gl_lightmode 5: Build software lighting emulation.
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// This is a lot more primitive than Doom's lighting...
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float numShades = float(uPalLightLevels);
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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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#endif
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float colormap = R_ZDoomColormap(light, z); // ONLY Software mode, vanilla not yet working
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#if (DEF_BANDED_SW_LIGHTING == 1)
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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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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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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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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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vec3 ApplyNormalMap(vec2 texcoord)
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{
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return normalize(vWorldNormal.xyz);
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}
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//===========================================================================
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//
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// Sets the common material properties.
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//
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//===========================================================================
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void SetMaterialProps(inout Material material, vec2 texCoord)
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{
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#ifdef NPOT_EMULATION
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#if (DEF_NPOT_EMULATION == 1)
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float period = floor(texCoord.t / uNpotEmulation.y);
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texCoord.s += uNpotEmulation.x * floor(mod(texCoord.t, uNpotEmulation.y));
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texCoord.t = period + mod(texCoord.t, uNpotEmulation.y);
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#endif
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#endif
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material.Base = getTexel(texCoord.st);
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material.Normal = ApplyNormalMap(texCoord.st);
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#if (DEF_TEXTURE_FLAGS & 0x1)
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material.Bright = texture2D(brighttexture, texCoord.st);
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#endif
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#if (DEF_TEXTURE_FLAGS & 0x2)
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{
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vec4 Detail = texture2D(detailtexture, texCoord.st * uDetailParms.xy) * uDetailParms.z;
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material.Base *= Detail;
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}
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#endif
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#if (DEF_TEXTURE_FLAGS & 0x4)
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{
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material.Glow = texture2D(glowtexture, texCoord.st);
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}
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#endif
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}
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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, float fogdist, float fogfactor)
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{
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vec4 color = vColor;
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#if (DEF_USE_U_LIGHT_LEVEL == 1)
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{
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float newlightlevel = 1.0 - R_DoomLightingEquation(uLightLevel);
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color.rgb *= newlightlevel;
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}
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#else
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{
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#if (DEF_FOG_ENABLED == 1) && (DEF_FOG_COLOURED == 0)
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{
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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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//
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// apply light diminishing through fog equation
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//
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color.rgb = mix(vec3(0.0, 0.0, 0.0), color.rgb, fogfactor);
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}
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#endif
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}
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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 (DEF_USE_GLOW_TOP_COLOR)
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if (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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#endif
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#if (DEF_USE_GLOW_BOTTOM_COLOR)
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if (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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#endif
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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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#ifndef LEGACY_USER_SHADER
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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 other light manipulation by custom shaders, default is a NOP.
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//
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color = ProcessLight(material, color);
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//
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// apply dynamic lights
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//
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return vec4(ProcessMaterialLight(material, color.rgb), material.Base.a * vColor.a);
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}
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//===========================================================================
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//
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// Applies colored fog
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//
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//===========================================================================
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vec4 applyFog(vec4 frag, float fogfactor)
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{
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return vec4(mix(uFogColor.rgb, frag.rgb, fogfactor), frag.a);
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}
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//===========================================================================
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//
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// Main shader routine
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//
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//===========================================================================
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void main()
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{
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//if (ClipDistanceA.x < 0.0 || ClipDistanceA.y < 0.0 || ClipDistanceA.z < 0.0 || ClipDistanceA.w < 0.0 || ClipDistanceB.x < 0.0) discard;
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#ifndef LEGACY_USER_SHADER
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Material material;
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material.Base = vec4(0.0);
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material.Bright = vec4(0.0);
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material.Glow = vec4(0.0);
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material.Normal = vec3(0.0);
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material.Specular = vec3(0.0);
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material.Glossiness = 0.0;
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material.SpecularLevel = 0.0;
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SetupMaterial(material);
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#else
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Material material = ProcessMaterial();
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#endif
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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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#endif
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#if (DEF_FOG_2D == 0) // check for special 2D 'fog' mode.
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{
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float fogdist = 0.0;
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float fogfactor = 0.0;
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//
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// calculate fog factor
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//
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#if (DEF_FOG_ENABLED == 1)
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{
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#if (DEF_FOG_RADIAL == 0)
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fogdist = max(16.0, pixelpos.w);
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#else
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fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz));
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#endif
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fogfactor = exp2 (uFogDensity * fogdist);
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}
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#endif
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#if (DEF_TEXTURE_MODE != 7)
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{
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frag = getLightColor(material, fogdist, fogfactor);
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//
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// colored fog
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//
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#if (DEF_FOG_ENABLED == 1) && (DEF_FOG_COLOURED == 1)
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{
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frag = applyFog(frag, fogfactor);
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}
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#endif
|
|
}
|
|
#else
|
|
{
|
|
frag = vec4(uFogColor.rgb, (1.0 - fogfactor) * frag.a * 0.75 * vColor.a);
|
|
}
|
|
#endif
|
|
}
|
|
#else
|
|
{
|
|
#if (DEF_TEXTURE_MODE == 7)
|
|
{
|
|
float gray = grayscale(frag);
|
|
vec4 cm = (uObjectColor + gray * (uAddColor - uObjectColor)) * 2;
|
|
frag = vec4(clamp(cm.rgb, 0.0, 1.0), frag.a);
|
|
}
|
|
#endif
|
|
|
|
frag = frag * ProcessLight(material, vColor);
|
|
frag.rgb = frag.rgb + uFogColor.rgb;
|
|
}
|
|
#endif // (DEF_2D_FOG == 0)
|
|
|
|
#if (DEF_USE_COLOR_MAP == 1) // This mostly works but doesn't look great because of the blending.
|
|
{
|
|
frag.rgb = clamp(pow(frag.rgb, vec3(uFixedColormapStart.a)), 0.0, 1.0);
|
|
if (uFixedColormapRange.a == 0.0)
|
|
{
|
|
float gray = (frag.r * 0.3 + frag.g * 0.56 + frag.b * 0.14);
|
|
vec4 cm = uFixedColormapStart + gray * uFixedColormapRange;
|
|
frag.rgb = clamp(cm.rgb, 0.0, 1.0);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
gl_FragColor = vec4(frag.rgb * uDynLightColor.a, frag.a); // apply a global fade factor.
|
|
|
|
}
|