diff --git a/shaders/xonotic/1.shader_test b/shaders/xonotic/1.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..2319b6354176e97dacd3548dc612387fd08b34eb --- /dev/null +++ b/shaders/xonotic/1.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_GENERIC +#define USEDIFFUSE + +#define USEVIEWTINT +#define USECOLORMAPPING + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_GENERIC +#define USEDIFFUSE + +#define USEVIEWTINT +#define USECOLORMAPPING + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/10.shader_test b/shaders/xonotic/10.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..7fe915d5baead60cafb7445f1b55bf50468c5847 --- /dev/null +++ b/shaders/xonotic/10.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_LIGHTDIRECTION + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_LIGHTDIRECTION + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/13.shader_test b/shaders/xonotic/13.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..2222848e8a1a032900dc6a4108b4292801598c26 --- /dev/null +++ b/shaders/xonotic/13.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_VERTEXCOLOR + + + + + + + + + + + + + + + + + + + + + + + +#define USEREFLECTCUBE + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_VERTEXCOLOR + + + + + + + + + + + + + + + + + + + + + + + +#define USEREFLECTCUBE + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/16.shader_test b/shaders/xonotic/16.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..6162e22a03a8b344b4147b306263cfa607be8c76 --- /dev/null +++ b/shaders/xonotic/16.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_VERTEXCOLOR + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_VERTEXCOLOR + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/19.shader_test b/shaders/xonotic/19.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..4e41756f61b30da519885b8e67aa712c1349d79d --- /dev/null +++ b/shaders/xonotic/19.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_VERTEXCOLOR + + + + + + + + + + + +#define USEGLOW + + + + + + + + + + + +#define USEREFLECTCUBE + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_VERTEXCOLOR + + + + + + + + + + + +#define USEGLOW + + + + + + + + + + + +#define USEREFLECTCUBE + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/22.shader_test b/shaders/xonotic/22.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..980147b3fee3122fe6d6768725e58ea2519991d2 --- /dev/null +++ b/shaders/xonotic/22.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_VERTEXCOLOR + + + + + + + + + + + +#define USEGLOW + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_VERTEXCOLOR + + + + + + + + + + + +#define USEGLOW + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/25.shader_test b/shaders/xonotic/25.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..67747fcb4db1006c755d063ce05a28d3daedf882 --- /dev/null +++ b/shaders/xonotic/25.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_LIGHTDIRECTION +#define USEDIFFUSE + + +#define USECOLORMAPPING + + + + + + + +#define USEGLOW + + + + + + + + + + + +#define USEREFLECTCUBE + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_LIGHTDIRECTION +#define USEDIFFUSE + + +#define USECOLORMAPPING + + + + + + + +#define USEGLOW + + + + + + + + + + + +#define USEREFLECTCUBE + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/28.shader_test b/shaders/xonotic/28.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..660ac6fe753ccbc691df603549627cd9f7d27281 --- /dev/null +++ b/shaders/xonotic/28.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_LIGHTDIRECTION +#define USEDIFFUSE + + + + + + + + + + +#define USEGLOW + + + + + + + + + + + +#define USEREFLECTCUBE + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_LIGHTDIRECTION +#define USEDIFFUSE + + + + + + + + + + +#define USEGLOW + + + + + + + + + + + +#define USEREFLECTCUBE + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/31.shader_test b/shaders/xonotic/31.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..a3f27b5dae23e320fe023dc072fd9d2d4175c6ec --- /dev/null +++ b/shaders/xonotic/31.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_LIGHTDIRECTION +#define USEDIFFUSE + + + + + + + + + + +#define USEGLOW + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_LIGHTDIRECTION +#define USEDIFFUSE + + + + + + + + + + +#define USEGLOW + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/34.shader_test b/shaders/xonotic/34.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..3eb8d277296827d96e04088e553bc98545fb43d4 --- /dev/null +++ b/shaders/xonotic/34.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_LIGHTDIRECTION + + + + + + + + + + + + + + + + + + + + + + + +#define USEREFLECTCUBE + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_LIGHTDIRECTION + + + + + + + + + + + + + + + + + + + + + + + +#define USEREFLECTCUBE + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/37.shader_test b/shaders/xonotic/37.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..b3919c85bca0e1a01f84d2c562638bcf0a8d46ed --- /dev/null +++ b/shaders/xonotic/37.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_LIGHTDIRECTION + + + + + + + + + + + +#define USEGLOW + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_LIGHTDIRECTION + + + + + + + + + + + +#define USEGLOW + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/4.shader_test b/shaders/xonotic/4.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..1feb316b931767325020479dcf6a43ca0a3e38ad --- /dev/null +++ b/shaders/xonotic/4.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_GENERIC +#define USEDIFFUSE + +#define USEVIEWTINT +#define USECOLORMAPPING + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_GENERIC +#define USEDIFFUSE + +#define USEVIEWTINT +#define USECOLORMAPPING + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/40.shader_test b/shaders/xonotic/40.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..b654e9a19e14a01e5f680cf00ddb32a658a107d1 --- /dev/null +++ b/shaders/xonotic/40.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_LIGHTDIRECTION +#define USEDIFFUSE + + +#define USECOLORMAPPING + + + + + + + +#define USEGLOW + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_LIGHTDIRECTION +#define USEDIFFUSE + + +#define USECOLORMAPPING + + + + + + + +#define USEGLOW + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/43.shader_test b/shaders/xonotic/43.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..807246afe91c23af5ea6603b27ca84c13f8b285d --- /dev/null +++ b/shaders/xonotic/43.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_LIGHTDIRECTION + + + +#define USECOLORMAPPING + + + + + + + +#define USEGLOW + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_LIGHTDIRECTION + + + +#define USECOLORMAPPING + + + + + + + +#define USEGLOW + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/46.shader_test b/shaders/xonotic/46.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..75de8bde3199e10e522d36bce36be8050d1ba80e --- /dev/null +++ b/shaders/xonotic/46.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_LIGHTDIRECTION +#define USEDIFFUSE + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_LIGHTDIRECTION +#define USEDIFFUSE + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/49.shader_test b/shaders/xonotic/49.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..7e429ad14047d13f96816895ece12b14eecf6db2 --- /dev/null +++ b/shaders/xonotic/49.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_LIGHTDIRECTION +#define USEDIFFUSE + + +#define USECOLORMAPPING + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_LIGHTDIRECTION +#define USEDIFFUSE + + +#define USECOLORMAPPING + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/52.shader_test b/shaders/xonotic/52.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..be408e0bc4ef7c398f1d6cb00e7dd33955333b74 --- /dev/null +++ b/shaders/xonotic/52.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_LIGHTDIRECTION +#define USEDIFFUSE + + + + + + + + + + + + + + + + + + + + + + +#define USEREFLECTCUBE + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_LIGHTDIRECTION +#define USEDIFFUSE + + + + + + + + + + + + + + + + + + + + + + +#define USEREFLECTCUBE + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/55.shader_test b/shaders/xonotic/55.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..df33d42ec69f1e7025c56dc996cc97b6b261930e --- /dev/null +++ b/shaders/xonotic/55.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_LIGHTDIRECTION + + + +#define USECOLORMAPPING + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_LIGHTDIRECTION + + + +#define USECOLORMAPPING + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/58.shader_test b/shaders/xonotic/58.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..5a193721c21ba0b217a6229a568f455ed1a45cff --- /dev/null +++ b/shaders/xonotic/58.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_LIGHTDIRECTION + + + + + + + + + + + +#define USEGLOW + + + + + + + + + + + +#define USEREFLECTCUBE + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_LIGHTDIRECTION + + + + + + + + + + + +#define USEGLOW + + + + + + + + + + + +#define USEREFLECTCUBE + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/61.shader_test b/shaders/xonotic/61.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..0bf7b6dc8919b0ed0cddfd584458f665d21ce755 --- /dev/null +++ b/shaders/xonotic/61.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_VERTEXCOLOR + + + + + + + + + + + + + + + + + + + + + + +#define USEALPHAKILL + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_VERTEXCOLOR + + + + + + + + + + + + + + + + + + + + + + +#define USEALPHAKILL + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/64.shader_test b/shaders/xonotic/64.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..ed8df7bfcb3c90d1c709afaff24edc1a9aab142a --- /dev/null +++ b/shaders/xonotic/64.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_REFRACTION + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_REFRACTION + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/67.shader_test b/shaders/xonotic/67.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..aacec1a52ad8676f2067cf291b3910731880f97d --- /dev/null +++ b/shaders/xonotic/67.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_LIGHTDIRECTION + + + +#define USECOLORMAPPING + + + + + + + +#define USEGLOW + + + + + + + + + + + +#define USEREFLECTCUBE + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_LIGHTDIRECTION + + + +#define USECOLORMAPPING + + + + + + + +#define USEGLOW + + + + + + + + + + + +#define USEREFLECTCUBE + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/7.shader_test b/shaders/xonotic/7.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..eb8a363622a576187c7a033b66c002a3631ba64a --- /dev/null +++ b/shaders/xonotic/7.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_GENERIC + + +#define USEVIEWTINT +#define USECOLORMAPPING + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_GENERIC + + +#define USEVIEWTINT +#define USECOLORMAPPING + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/70.shader_test b/shaders/xonotic/70.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..968f2fb687c4880b6ee8d52b2d7dacc50c25b252 --- /dev/null +++ b/shaders/xonotic/70.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_LIGHTDIRECTION + + + + + + + + + + + + + + + + + + + + + + +#define USEALPHAKILL + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_LIGHTDIRECTION + + + + + + + + + + + + + + + + + + + + + + +#define USEALPHAKILL + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/73.shader_test b/shaders/xonotic/73.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..5fdc08447fe5dee230debfc1b93a8f6ea2718bec --- /dev/null +++ b/shaders/xonotic/73.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_LIGHTDIRECTION + + + +#define USECOLORMAPPING + + + + + + + + + + + + + + + + + + +#define USEALPHAKILL + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_LIGHTDIRECTION + + + +#define USECOLORMAPPING + + + + + + + + + + + + + + + + + + +#define USEALPHAKILL + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/76.shader_test b/shaders/xonotic/76.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..afa92ae422f06f7204558b5bcf595a585f69bf1d --- /dev/null +++ b/shaders/xonotic/76.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_VERTEXCOLOR + +#define USEVERTEXTEXTUREBLEND + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_VERTEXCOLOR + +#define USEVERTEXTEXTUREBLEND + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + diff --git a/shaders/xonotic/79.shader_test b/shaders/xonotic/79.shader_test new file mode 100644 index 0000000000000000000000000000000000000000..4248073192f48980241b85dddfe57aae0788e903 --- /dev/null +++ b/shaders/xonotic/79.shader_test @@ -0,0 +1,3623 @@ +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 +#define GLSL120 +#define VERTEX_SHADER +#define MODE_LIGHTDIRECTION + + + + + + + + + + + +#define USEGLOW + + + + + + + + + + +#define USEALPHAKILL + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW + +[fragment shader] +#version 120 +#define GLSL120 +#define FRAGMENT_SHADER +#define MODE_LIGHTDIRECTION + + + + + + + + + + + +#define USEGLOW + + + + + + + + + + +#define USEALPHAKILL + + + + + + + + + + +#define USEEXACTSPECULARMATH + + + + +#define USEBOTHALPHAS +#define USEOFFSETMAPPING_LOD + + + + + + +// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader +// written by Forest 'LordHavoc' Hale +// shadowmapping enhancements by Lee 'eihrul' Salzman + +#if defined(USESKELETAL) || defined(USEOCCLUDE) +# ifdef GL_ARB_uniform_buffer_object +# extension GL_ARB_uniform_buffer_object : enable +# endif +#endif + +#ifdef USESHADOWMAP2D +# ifdef GL_EXT_gpu_shader4 +# extension GL_EXT_gpu_shader4 : enable +# endif +# ifdef GL_ARB_texture_gather +# extension GL_ARB_texture_gather : enable +# else +# ifdef GL_AMD_texture_texture4 +# extension GL_AMD_texture_texture4 : enable +# endif +# endif +#endif + +#ifdef USECELSHADING +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0); +# endif +#else +# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); +# ifdef USEEXACTSPECULARMATH +# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow); +# else +# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow); +# endif +#endif + +#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER) +invariant gl_Position; // fix for lighting polygons not matching base surface +# endif +#if defined(GLSL130) || defined(GLSL140) +precision highp float; +# ifdef VERTEX_SHADER +# define dp_varying out +# define dp_attribute in +# endif +# ifdef FRAGMENT_SHADER +out vec4 dp_FragColor; +# define dp_varying in +# define dp_attribute in +# endif +# define dp_offsetmapping_dFdx dFdx +# define dp_offsetmapping_dFdy dFdy +# define dp_textureGrad textureGrad +# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture +# define dp_texture3D texture +# define dp_textureCube texture +# define dp_shadow2D(a,b) float(texture(a,b)) +#else +# ifdef FRAGMENT_SHADER +# define dp_FragColor gl_FragColor +# endif +# define dp_varying varying +# define dp_attribute attribute +# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) +# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) +# define dp_textureGrad(a,b,c,d) texture2D(a,b) +# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) +# define dp_texture2D texture2D +# define dp_texture3D texture3D +# define dp_textureCube textureCube +# define dp_shadow2D(a,b) float(shadow2D(a,b)) +#endif + +// GL ES and GLSL130 shaders use precision modifiers, standard GL does not +// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) +#ifndef GL_ES +#define lowp +#define mediump +#define highp +#endif + +#ifdef USEDEPTHRGB + // for 565 RGB we'd need to use different multipliers +#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) +#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) +#endif + +#ifdef VERTEX_SHADER +dp_attribute vec4 Attrib_Position; // vertex +dp_attribute vec4 Attrib_Color; // color +dp_attribute vec4 Attrib_TexCoord0; // material texcoords +dp_attribute vec3 Attrib_TexCoord1; // svector +dp_attribute vec3 Attrib_TexCoord2; // tvector +dp_attribute vec3 Attrib_TexCoord3; // normal +dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords +#ifdef USESKELETAL +//uniform mat4 Skeletal_Transform[128]; +// this is used with glBindBufferRange to bind a uniform block to the name +// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is +// directly accessible without a namespace. +// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax +uniform Skeletal_Transform12_UniformBlock +{ + vec4 Skeletal_Transform12[768]; +}; +dp_attribute vec4 Attrib_SkeletalIndex; +dp_attribute vec4 Attrib_SkeletalWeight; +#endif +#endif +dp_varying mediump vec4 VertexColor; + +#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) +# define USEFOG +#endif +#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) +# define USELIGHTMAP +#endif +#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) +# define USEEYEVECTOR +#endif + +//#ifdef __GLSL_CG_DATA_TYPES +//# define myhalf half +//# define myhalf2 half2 +//# define myhalf3 half3 +//# define myhalf4 half4 +//# define cast_myhalf half +//# define cast_myhalf2 half2 +//# define cast_myhalf3 half3 +//# define cast_myhalf4 half4 +//#else +# define myhalf mediump float +# define myhalf2 mediump vec2 +# define myhalf3 mediump vec3 +# define myhalf4 mediump vec4 +# define cast_myhalf float +# define cast_myhalf2 vec2 +# define cast_myhalf3 vec3 +# define cast_myhalf4 vec4 +//#endif + +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewProjectionMatrix; +#endif + +#ifdef VERTEX_SHADER +#ifdef USETRIPPY +// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE +// tweaked scale +uniform highp float ClientTime; +vec4 TrippyVertex(vec4 position) +{ + float worldTime = ClientTime; + // tweaked for Quake + worldTime *= 10.0; + position *= 0.125; + //~tweaked for Quake + float distanceSquared = (position.x * position.x + position.z * position.z); + position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); + float y = position.y; + float x = position.x; + float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); + position.y = x*sin(om)+y*cos(om); + position.x = x*cos(om)-y*sin(om); + return position; +} +#endif +#endif + +#ifdef MODE_DEPTH_OR_SHADOW +dp_varying highp float Depth; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = gl_Position.z; +} +#endif + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEDEPTHRGB + dp_FragColor = encodedepthmacro(Depth); +#else + dp_FragColor = vec4(1.0,1.0,1.0,1.0); +#endif +} +#endif +#else // !MODE_DEPTH_ORSHADOW + + + + +#ifdef MODE_POSTPROCESS +dp_varying mediump vec2 TexCoord1; +dp_varying mediump vec2 TexCoord2; + +#ifdef VERTEX_SHADER +void main(void) +{ + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + TexCoord1 = Attrib_TexCoord0.xy; +#ifdef USEBLOOM + TexCoord2 = Attrib_TexCoord4.xy; +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +#ifdef USEBLOOM +uniform sampler2D Texture_Second; +uniform mediump vec4 BloomColorSubtract; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif +#ifdef USESATURATION +uniform mediump float Saturation; +#endif +#ifdef USEVIEWTINT +uniform mediump vec4 ViewTintColor; +#endif +//uncomment these if you want to use them: +uniform mediump vec4 UserVec1; +uniform mediump vec4 UserVec2; +// uniform mediump vec4 UserVec3; +// uniform mediump vec4 UserVec4; +// uniform highp float ClientTime; +uniform mediump vec2 PixelSize; + +#ifdef USEFXAA +// graphitemaster: based off the white paper by Timothy Lottes +// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf +vec4 fxaa(vec4 inColor, float maxspan) +{ + vec4 ret = inColor; // preserve old + float mulreduct = 1.0/maxspan; + float minreduct = (1.0 / 128.0); + + // directions + vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz; + vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz; + vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz; + vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz; + vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz; + + // luminance directions + vec3 luma = vec3(0.299, 0.587, 0.114); + float lNW = dot(NW, luma); + float lNE = dot(NE, luma); + float lSW = dot(SW, luma); + float lSE = dot(SE, luma); + float lM = dot(M, luma); + float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE))); + float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE))); + + // direction and reciprocal + vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE))); + float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct)); + + // span + dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize; + + vec3 rA = (1.0/2.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz); + vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * ( + dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz + + dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz); + float lB = dot(rB, luma); + + ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB; + ret.a = 1.0; + return ret; +} +#endif + +void main(void) +{ + dp_FragColor = dp_texture2D(Texture_First, TexCoord1); + +#ifdef USEFXAA + dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span +#endif + +#ifdef USEPOSTPROCESSING +// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want +// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component +#if defined(USERVEC1) || defined(USERVEC2) + float sobel = 1.0; + // vec2 ts = textureSize(Texture_First, 0); + // vec2 px = vec2(1/ts.x, 1/ts.y); + vec2 px = PixelSize; + vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; + vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; + vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; + vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; + vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; + vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; + vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; + vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; + float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); + float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); + float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); + float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); + float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); + float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); + float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); + float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); + float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); + float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); + float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); + float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); + sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; + dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; + dp_FragColor /= (1.0 + 5.0 * UserVec1.y); + dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; +#endif +#endif + +#ifdef USEBLOOM + dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); +#endif + +#ifdef USEVIEWTINT + dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); +#endif + +#ifdef USESATURATION + //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter + float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); + // 'vampire sight' effect, wheres red is compensated + #ifdef SATURATION_REDCOMPENSATE + float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + dp_FragColor.r += rboost; + #else + // normal desaturation + //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; + dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); + #endif +#endif + +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +} +#endif +#else // !MODE_POSTPROCESS + + + + +#ifdef MODE_GENERIC +#ifdef USEDIFFUSE +dp_varying mediump vec2 TexCoord1; +#endif +#ifdef USESPECULAR +dp_varying mediump vec2 TexCoord2; +#endif +uniform myhalf Alpha; +#ifdef VERTEX_SHADER +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif + VertexColor = Attrib_Color; +#ifdef USEDIFFUSE + TexCoord1 = Attrib_TexCoord0.xy; +#endif +#ifdef USESPECULAR + TexCoord2 = Attrib_TexCoord1.xy; +#endif + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +#ifdef USEDIFFUSE +uniform sampler2D Texture_First; +#endif +#ifdef USESPECULAR +uniform sampler2D Texture_Second; +#endif +#ifdef USEGAMMARAMPS +uniform sampler2D Texture_GammaRamps; +#endif + +void main(void) +{ +#ifdef USEVIEWTINT + dp_FragColor = VertexColor; +#else + dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); +#endif +#ifdef USEDIFFUSE +# ifdef USEREFLECTCUBE + // suppress texture alpha + dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; +# else + dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); +# endif +#endif + +#ifdef USESPECULAR + vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); +# ifdef USECOLORMAPPING + dp_FragColor *= tex2; +# endif +# ifdef USEGLOW + dp_FragColor += tex2; +# endif +# ifdef USEVERTEXTEXTUREBLEND + dp_FragColor = mix(dp_FragColor, tex2, tex2.a); +# endif +#endif +#ifdef USEGAMMARAMPS + dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; + dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; + dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; +#endif +#ifdef USEALPHAKILL + dp_FragColor.a *= Alpha; +#endif +} +#endif +#else // !MODE_GENERIC + + + + +#ifdef MODE_BLOOMBLUR +dp_varying mediump vec2 TexCoord; +#ifdef VERTEX_SHADER +void main(void) +{ + VertexColor = Attrib_Color; + TexCoord = Attrib_TexCoord0.xy; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_First; +uniform mediump vec4 BloomBlur_Parameters; + +void main(void) +{ + int i; + vec2 tc = TexCoord; + vec3 color = dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + for (i = 1;i < SAMPLES;i++) + { + color += dp_texture2D(Texture_First, tc).rgb; + tc += BloomBlur_Parameters.xy; + } + dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); +} +#endif +#else // !MODE_BLOOMBLUR +#ifdef MODE_REFRACTION +dp_varying mediump vec2 TexCoord; +dp_varying highp vec4 ModelViewProjectionPosition; +uniform highp mat4 TexMatrix; +#ifdef VERTEX_SHADER + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; +#define Attrib_Position SkeletalVertex +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); + //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; +#ifdef USEALPHAGENVERTEX + vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec2 distort = DistortScaleRefractReflect.xy; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; +} +#endif +#else // !MODE_REFRACTION + + + + +#ifdef MODE_WATER +dp_varying mediump vec2 TexCoord; +dp_varying highp vec3 EyeVector; +dp_varying highp vec4 ModelViewProjectionPosition; +#ifdef VERTEX_SHADER +uniform highp vec3 EyePosition; +uniform highp mat4 TexMatrix; + +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif +#ifdef USEALPHAGENVERTEX + VertexColor = Attrib_Color; +#endif + TexCoord = vec2(TexMatrix * Attrib_TexCoord0); + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + ModelViewProjectionPosition = gl_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif + +#ifdef FRAGMENT_SHADER +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Refraction; +uniform sampler2D Texture_Reflection; + +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 RefractColor; +uniform mediump vec4 ReflectColor; +uniform mediump float ReflectFactor; +uniform mediump float ReflectOffset; +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif + +void main(void) +{ + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); + // slight water animation via 2 layer scrolling (todo: tweak) +#ifdef USEALPHAGENVERTEX + vec4 distort = DistortScaleRefractReflect * VertexColor.a; + float reflectoffset = ReflectOffset * VertexColor.a; + float reflectfactor = ReflectFactor * VertexColor.a; + vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); +#else + vec4 distort = DistortScaleRefractReflect; + float reflectoffset = ReflectOffset; + float reflectfactor = ReflectFactor; + vec4 refractcolor = RefractColor; +#endif + #ifdef USENORMALMAPSCROLLBLEND + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; + #else + vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); + ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); + f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); + ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); + float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; + dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); +} +#endif +#else // !MODE_WATER + + + + +// common definitions between vertex shader and fragment shader: + +dp_varying mediump vec4 TexCoordSurfaceLightmap; +#ifdef USEVERTEXTEXTUREBLEND +dp_varying mediump vec2 TexCoord2; +#endif + +#ifdef MODE_LIGHTSOURCE +dp_varying mediump vec3 CubeVector; +#endif + +#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) +dp_varying mediump vec3 LightVector; +#endif + +#ifdef USEEYEVECTOR +dp_varying highp vec4 EyeVectorFogDepth; +#endif + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) +dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) +dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) +#else +# ifdef USEFOG +dp_varying highp vec3 EyeVectorModelSpace; +# endif +#endif + +#ifdef USEREFLECTION +dp_varying highp vec4 ModelViewProjectionPosition; +#endif +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform highp vec3 LightPosition; +dp_varying highp vec4 ModelViewPosition; +#endif + +#ifdef MODE_LIGHTSOURCE +uniform highp vec3 LightPosition; +#endif +uniform highp vec3 EyePosition; +#ifdef MODE_LIGHTDIRECTION +uniform highp vec3 LightDir; +#endif +uniform highp vec4 FogPlane; + +#ifdef USESHADOWMAPORTHO +dp_varying highp vec3 ShadowMapTC; +#endif + +#ifdef USEBOUNCEGRID +dp_varying highp vec3 BounceGridTexCoord; +#endif + +#ifdef MODE_DEFERREDGEOMETRY +dp_varying highp float Depth; +#endif + + + + + + +// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on + +// fragment shader specific: +#ifdef FRAGMENT_SHADER + +uniform sampler2D Texture_Normal; +uniform sampler2D Texture_Color; +uniform sampler2D Texture_Gloss; +#ifdef USEGLOW +uniform sampler2D Texture_Glow; +#endif +#ifdef USEVERTEXTEXTUREBLEND +uniform sampler2D Texture_SecondaryNormal; +uniform sampler2D Texture_SecondaryColor; +uniform sampler2D Texture_SecondaryGloss; +#ifdef USEGLOW +uniform sampler2D Texture_SecondaryGlow; +#endif +#endif +#ifdef USECOLORMAPPING +uniform sampler2D Texture_Pants; +uniform sampler2D Texture_Shirt; +#endif +#ifdef USEFOG +#ifdef USEFOGHEIGHTTEXTURE +uniform sampler2D Texture_FogHeightTexture; +#endif +uniform sampler2D Texture_FogMask; +#endif +#ifdef USELIGHTMAP +uniform sampler2D Texture_Lightmap; +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) +uniform sampler2D Texture_Deluxemap; +#endif +#ifdef USEREFLECTION +uniform sampler2D Texture_Reflection; +#endif + +#ifdef MODE_DEFERREDLIGHTSOURCE +uniform sampler2D Texture_ScreenNormalMap; +#endif +#ifdef USEDEFERREDLIGHTMAP +#ifdef USECELOUTLINES +uniform sampler2D Texture_ScreenNormalMap; +#endif +uniform sampler2D Texture_ScreenDiffuse; +uniform sampler2D Texture_ScreenSpecular; +#endif + +uniform mediump vec3 Color_Pants; +uniform mediump vec3 Color_Shirt; +uniform mediump vec3 FogColor; + +#ifdef USEFOG +uniform highp float FogRangeRecip; +uniform highp float FogPlaneViewDist; +uniform highp float FogHeightFade; +vec3 FogVertex(vec4 surfacecolor) +{ +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) + vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); +#endif + float FogPlaneVertexDist = EyeVectorFogDepth.w; + float fogfrac; + vec3 fc = FogColor; +#ifdef USEFOGALPHAHACK + fc *= surfacecolor.a; +#endif +#ifdef USEFOGHEIGHTTEXTURE + vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); + fogfrac = fogheightpixel.a; + return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#else +# ifdef USEFOGOUTSIDE + fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); +# else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); +# endif + return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); +#endif +} +#endif + +#ifdef USEOFFSETMAPPING +uniform mediump vec4 OffsetMapping_ScaleSteps; +uniform mediump float OffsetMapping_Bias; +#ifdef USEOFFSETMAPPING_LOD +uniform mediump float OffsetMapping_LodDistance; +#endif +vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) +{ + float i; + // distance-based LOD +#ifdef USEOFFSETMAPPING_LOD + //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); + //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); + mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + // stupid workaround because 1-step and 2-step reliefmapping is void + mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y)); +#else + mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y); +#endif + mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y; + mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor); +#else + #define ScaleSteps OffsetMapping_ScaleSteps +#endif +#ifdef USEOFFSETMAPPING_RELIEFMAPPING + float f; + // 14 sample relief mapping: linear search and then binary search + // this basically steps forward a small amount repeatedly until it finds + // itself inside solid, then jitters forward and back using decreasing + // amounts to find the impact + //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); + //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); + vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); + vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); + OffsetVector *= ScaleSteps.z; + for(i = 1.0; i < ScaleSteps.y; ++i) + RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); + for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) + RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); + return RT.xy; +#else + // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) + //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); + //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); + vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); + OffsetVector *= ScaleSteps.z; + for(i = 0.0; i < ScaleSteps.y; ++i) + TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); + return TexCoord; +#endif +} +#endif // USEOFFSETMAPPING + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) +uniform sampler2D Texture_Attenuation; +uniform samplerCube Texture_Cube; +#endif + +#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) + +#ifdef USESHADOWMAP2D +# ifdef USESHADOWSAMPLER +uniform sampler2DShadow Texture_ShadowMap2D; +# else +uniform sampler2D Texture_ShadowMap2D; +# endif +#endif + +#ifdef USESHADOWMAPVSDCT +uniform samplerCube Texture_CubeProjection; +#endif + +#if defined(USESHADOWMAP2D) +uniform mediump vec4 ShadowMap_TextureScale; +uniform mediump vec4 ShadowMap_Parameters; +#endif + +#if defined(USESHADOWMAP2D) +# ifdef USESHADOWMAPORTHO +# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz))) +# else +# ifdef USESHADOWMAPVSDCT +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m = max(max(adir.x, adir.y), adir.z); + vec4 proj = dp_textureCube(Texture_CubeProjection, dir); +#ifdef USEDEPTHRGB + return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# else +vec3 GetShadowMapTC2D(vec3 dir) +{ + vec3 adir = abs(dir); + float m; vec4 proj; + if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } + if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } +#ifdef USEDEPTHRGB + return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); +#else + vec2 mparams = ShadowMap_Parameters.xy / m; + return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); +#endif +} +# endif +# endif +#endif // defined(USESHADOWMAP2D) + +# ifdef USESHADOWMAP2D +float ShadowMapCompare(vec3 dir) +{ + vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f); + float f; + +# ifdef USEDEPTHRGB +# ifdef USESHADOWMAPPCF +# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)) +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# else + f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy))); +# endif +# else +# ifdef USESHADOWSAMPLER +# ifdef USESHADOWMAPPCF +# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) + vec2 offset = fract(shadowmaptc.xy - 0.5); + vec4 size = vec4(offset + 1.0, 2.0 - offset); +# if USESHADOWMAPPCF > 1 + vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy; + vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) + + (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) + + (4.0/25.0)*texval(center); +# else + vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy; + f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy))); +# endif +# else + f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z)); +# endif +# else +# ifdef USESHADOWMAPPCF +# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) +# ifdef GL_ARB_texture_gather +# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) +# else +# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy) +# endif + vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy; +# if USESHADOWMAPPCF > 1 + vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); + vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); + vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); + vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); + vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); + vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); + vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); + vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); + vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); + vec4 locols = vec4(group1.ab, group3.ab); + vec4 hicols = vec4(group7.rg, group9.rg); + locols.yz += group2.ab; + hicols.yz += group8.rg; + vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + + mix(locols, hicols, offset.y); + vec4 cols = group5 + vec4(group2.rg, group8.ab); + cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); + f = dot(cols, vec4(1.0/25.0)); +# else + vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); + vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); + vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); + vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); + vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# endif +# else +# ifdef GL_EXT_gpu_shader4 +# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r +# else +# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r +# endif +# if USESHADOWMAPPCF > 1 + vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); + center *= ShadowMap_TextureScale.xy; + vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); + vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); + vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); + vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); + vec4 cols = row2 + row3 + mix(row1, row4, offset.y); + f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); +# else + vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy); + vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); + vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); + vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); + vec3 cols = row2 + mix(row1, row3, offset.y); + f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); +# endif +# endif +# else + f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r); +# endif +# endif +# endif +# ifdef USESHADOWMAPORTHO + return mix(ShadowMap_Parameters.w, 1.0, f); +# else + return f; +# endif +} +# endif +#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) +#endif // FRAGMENT_SHADER + + + + +#ifdef MODE_DEFERREDGEOMETRY +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +uniform highp mat4 ModelViewMatrix; +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#ifdef USEVERTEXTEXTUREBLEND + VertexColor = Attrib_Color; + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEOFFSETMAPPING + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); + EyeVectorFogDepth.w = 0.0; +#endif + + VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); + VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); + VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif + Depth = (ModelViewMatrix * Attrib_Position).z; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +#endif + +#ifdef USEALPHAKILL + if (offsetMappedTexture2D(Texture_Color).a < 0.5) + discard; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + float alpha = offsetMappedTexture2D(Texture_Color).a; + float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); + //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); + //float terrainblend = float(VertexColor.a) * alpha > 0.5; +#endif + +#ifdef USEVERTEXTEXTUREBLEND + vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); + float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); +#else + vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); + float a = offsetMappedTexture2D(Texture_Gloss).a; +#endif + + vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); + dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDGEOMETRY + + + + +#ifdef MODE_DEFERREDLIGHTSOURCE +#ifdef VERTEX_SHADER +uniform highp mat4 ModelViewMatrix; +void main(void) +{ + ModelViewPosition = ModelViewMatrix * Attrib_Position; + gl_Position = ModelViewProjectionMatrix * Attrib_Position; +} +#endif // VERTEX_SHADER + +#ifdef FRAGMENT_SHADER +uniform highp mat4 ViewToLight; +// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); +uniform highp vec2 ScreenToDepth; +uniform myhalf3 DeferredColor_Ambient; +uniform myhalf3 DeferredColor_Diffuse; +#ifdef USESPECULAR +uniform myhalf3 DeferredColor_Specular; +uniform myhalf SpecularPower; +#endif +uniform myhalf2 PixelToScreenTexCoord; +void main(void) +{ + // calculate viewspace pixel position + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec3 position; + // get the geometry information (depth, normal, specular exponent) + myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); + // decode viewspace pixel normal +// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); + myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); + // decode viewspace pixel position +// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); + position.z = normalmap.b; +// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); + position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); + + // now do the actual shading + // surfacenormal = pixel normal in viewspace + // LightVector = pixel to light in viewspace + // CubeVector = pixel in lightspace + // eyenormal = pixel to view direction in viewspace + vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); + myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#ifdef USEDIFFUSE + // calculate diffuse shading + myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); +SHADEDIFFUSE +#endif +#ifdef USESPECULAR + // calculate directional shading + myhalf3 eyenormal = -normalize(cast_myhalf3(position)); +SHADESPECULAR(SpecularPower * normalmap.a) +#endif + +#if defined(USESHADOWMAP2D) + fade *= ShadowMapCompare(CubeVector); +#endif + +#ifdef USESPECULAR + gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); + gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragData[0].rgb *= cubecolor; + gl_FragData[1].rgb *= cubecolor; +# endif +#else +# ifdef USEDIFFUSE + gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); +# else + gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); +# endif +# ifdef USECUBEFILTER + vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; + gl_FragColor.rgb *= cubecolor; +# endif +#endif +} +#endif // FRAGMENT_SHADER +#else // !MODE_DEFERREDLIGHTSOURCE + + + + +#ifdef VERTEX_SHADER +uniform highp mat4 TexMatrix; +#ifdef USEVERTEXTEXTUREBLEND +uniform highp mat4 BackgroundTexMatrix; +#endif +#ifdef MODE_LIGHTSOURCE +uniform highp mat4 ModelToLight; +#endif +#ifdef USESHADOWMAPORTHO +uniform highp mat4 ShadowMapMatrix; +#endif +#ifdef USEBOUNCEGRID +uniform highp mat4 BounceGridMatrix; +#endif +void main(void) +{ +#ifdef USESKELETAL + ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0); + ivec4 si1 = si0 + ivec4(1, 1, 1, 1); + ivec4 si2 = si0 + ivec4(2, 2, 2, 2); + vec4 sw = Attrib_SkeletalWeight; + vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w; + vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w; + vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w; + mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0)); +// ivec4 si = ivec4(Attrib_SkeletalIndex); +// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w; + mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix)) + vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix; + SkeletalVertex.w = 1.0; + vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix); + vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix); + vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix); +#define Attrib_Position SkeletalVertex +#define Attrib_TexCoord1 SkeletalSVector +#define Attrib_TexCoord2 SkeletalTVector +#define Attrib_TexCoord3 SkeletalNormal +#endif + +#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) + VertexColor = Attrib_Color; +#endif + // copy the surface texcoord +#ifdef USELIGHTMAP + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); +#else + TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); +#endif +#ifdef USEVERTEXTEXTUREBLEND + TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); +#endif + +#ifdef USEBOUNCEGRID + BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); +#ifdef USEBOUNCEGRIDDIRECTIONAL + BounceGridTexCoord.z *= 0.125; +#endif +#endif + +#ifdef MODE_LIGHTSOURCE + // transform vertex position into light attenuation/cubemap space + // (-1 to +1 across the light box) + CubeVector = vec3(ModelToLight * Attrib_Position); + +# ifdef USEDIFFUSE + // transform unnormalized light direction into tangent space + // (we use unnormalized to ensure that it interpolates correctly and then + // normalize it per pixel) + vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; + LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); + LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); + LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); +# endif +#endif + +#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) + LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); + LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); + LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); +#endif + + // transform unnormalized eye direction into tangent space +#ifdef USEEYEVECTOR + vec3 EyeRelative = EyePosition - Attrib_Position.xyz; + EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); + EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); + EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); +#ifdef USEFOG + EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); +#else + EyeVectorFogDepth.w = 0.0; +#endif +#endif + + +#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) +# ifdef USEFOG + VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); + VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); + VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); +# else + VectorS = vec4(Attrib_TexCoord1, 0); + VectorT = vec4(Attrib_TexCoord2, 0); + VectorR = vec4(Attrib_TexCoord3, 0); +# endif +#else +# ifdef USEFOG + EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; +# endif +#endif + + // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) + gl_Position = ModelViewProjectionMatrix * Attrib_Position; + +#ifdef USESHADOWMAPORTHO + ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); +#endif + +#ifdef USEREFLECTION + ModelViewProjectionPosition = gl_Position; +#endif +#ifdef USETRIPPY + gl_Position = TrippyVertex(gl_Position); +#endif +} +#endif // VERTEX_SHADER + + + + +#ifdef FRAGMENT_SHADER +#ifdef USEDEFERREDLIGHTMAP +uniform myhalf2 PixelToScreenTexCoord; +uniform myhalf3 DeferredMod_Diffuse; +uniform myhalf3 DeferredMod_Specular; +#endif +uniform myhalf3 Color_Ambient; +uniform myhalf3 Color_Diffuse; +uniform myhalf3 Color_Specular; +uniform myhalf SpecularPower; +#ifdef USEGLOW +uniform myhalf3 Color_Glow; +#endif +uniform myhalf Alpha; +#ifdef USEREFLECTION +uniform mediump vec4 DistortScaleRefractReflect; +uniform mediump vec4 ScreenScaleRefractReflect; +uniform mediump vec4 ScreenCenterRefractReflect; +uniform mediump vec4 ReflectColor; +#endif +#ifdef USEREFLECTCUBE +uniform highp mat4 ModelToReflectCube; +uniform sampler2D Texture_ReflectMask; +uniform samplerCube Texture_ReflectCube; +#endif +#ifdef USEBOUNCEGRID +uniform sampler3D Texture_BounceGrid; +uniform float BounceGridIntensity; +uniform highp mat4 BounceGridMatrix; +#endif +uniform highp float ClientTime; +#ifdef USENORMALMAPSCROLLBLEND +uniform highp vec2 NormalmapScrollBlend; +#endif +#ifdef USEOCCLUDE +uniform occludeQuery { + uint visiblepixels; + uint allpixels; +}; +#endif +void main(void) +{ +#ifdef USEOFFSETMAPPING + // apply offsetmapping + vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); + vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); + vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); +# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) +# define TexCoord TexCoordOffset +#else +# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) +# define TexCoord TexCoordSurfaceLightmap.xy +#endif + + // combine the diffuse textures (base, pants, shirt) + myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); +#ifdef USEALPHAKILL + if (color.a < 0.5) + discard; +#endif + color.a *= Alpha; +#ifdef USECOLORMAPPING + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; +#endif +#ifdef USEVERTEXTEXTUREBLEND +#ifdef USEBOTHALPHAS + myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); + color.rgb = mix(color2.rgb, color.rgb, terrainblend); +#else + myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); + //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); + //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; + color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); +#endif + color.a = 1.0; + //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); +#endif +#ifdef USEALPHAGENVERTEX + color.a *= VertexColor.a; +#endif + + // get the surface normal +#ifdef USEVERTEXTEXTUREBLEND + myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); +#else + myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); +#endif + + // get the material colors + myhalf3 diffusetex = color.rgb; +#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) +# ifdef USEVERTEXTEXTUREBLEND + myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); +# else + myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); +# endif +#endif + +#ifdef USEREFLECTCUBE + vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); + vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; + vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); + diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); +#endif + +#ifdef USESPECULAR + myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz)); +#endif + + + + +#ifdef MODE_LIGHTSOURCE + // light source +#ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); +SHADEDIFFUSE + color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); +#ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb += glosstex.rgb * (specular * Color_Specular); +#endif +#else + color.rgb = diffusetex * Color_Ambient; +#endif + color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); +#if defined(USESHADOWMAP2D) + color.rgb *= ShadowMapCompare(CubeVector); +#endif +# ifdef USECUBEFILTER + color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); +# endif +#endif // MODE_LIGHTSOURCE + + + + +#ifdef MODE_LIGHTDIRECTION + #define SHADING + #ifdef USEDIFFUSE + myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); + #endif + #define lightcolor 1 +#endif // MODE_LIGHTDIRECTION +#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE + #define SHADING + // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) + myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + // convert modelspace light vector to tangentspace + myhalf3 lightnormal; + lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); + lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); + lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); + lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this + // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) + // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar + // is used (the lightmap and deluxemap coords correspond to virtually random coordinates + // on that luxel, and NOT to its center, because recursive triangle subdivision is used + // to map the luxels to coordinates on the draw surfaces), which also causes + // deluxemaps to be wrong because light contributions from the wrong side of the surface + // are added up. To prevent divisions by zero or strong exaggerations, a max() + // nudge is done here at expense of some additional fps. This is ONLY needed for + // deluxemaps, tangentspace deluxemap avoid this problem by design. + lightcolor *= 1.0 / max(0.25, lightnormal.z); +#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE +#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE + #define SHADING + // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) + myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); +#endif +#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) + #define SHADING + // forced deluxemap on lightmapped/vertexlit surfaces + myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); + #ifdef USELIGHTMAP + myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); + #else + myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); + #endif +#endif +#ifdef MODE_FAKELIGHT + #define SHADING + myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); + #define lightcolor 1 +#endif // MODE_FAKELIGHT + + + + +#ifdef MODE_LIGHTMAP + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); +#endif // MODE_LIGHTMAP +#ifdef MODE_VERTEXCOLOR + color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); +#endif // MODE_VERTEXCOLOR +#ifdef MODE_FLATCOLOR + color.rgb = diffusetex * Color_Ambient; +#endif // MODE_FLATCOLOR + + + + +#ifdef SHADING +# ifdef USEDIFFUSE +SHADEDIFFUSE +# ifdef USESPECULAR +SHADESPECULAR(SpecularPower * glosstex.a) + color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; +# else + color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); +# endif +# else + color.rgb = diffusetex * Color_Ambient; +# endif +#endif + +#ifdef USESHADOWMAPORTHO + color.rgb *= ShadowMapCompare(ShadowMapTC); +#endif + +#ifdef USEDEFERREDLIGHTMAP + vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; + color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; +// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); +#endif + +#ifdef USEBOUNCEGRID +#ifdef USEBOUNCEGRIDDIRECTIONAL +// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); +// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); + myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); + myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); + myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); + myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); + myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); + myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); + myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); + myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); + myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); +// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); + myhalf3 bouncegrid_light = cast_myhalf3( + dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), + dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); + color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; +// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); +#else + color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; +#endif +#endif + +#ifdef USEGLOW +#ifdef USEVERTEXTEXTUREBLEND + color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; +#else + color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; +#endif +#endif + +#ifdef USECELOUTLINES +# ifdef USEDEFERREDLIGHTMAP +// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; + vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y); + vec4 DepthNeighbors; + + // enable to test ink on white geometry +// color.rgb = vec3(1.0, 1.0, 1.0); + + // note: this seems to be negative + float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b; + + // edge detect method +// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b; +// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b; +// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b; +// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b; +// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25)); +// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0))); +// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta)); +// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); + + // shadow method + float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object) +// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object) +// float DepthScale1 = 0.003; + float DepthScale2 = DepthScale1 / 2.0; +// float DepthScale3 = DepthScale1 / 4.0; + float DepthBias1 = -DepthCenter * DepthScale1; + float DepthBias2 = -DepthCenter * DepthScale2; +// float DepthBias3 = -DepthCenter * DepthScale3; + float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2) + + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3) +// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3) + - 0.0; + color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0)); +// color.r = DepthCenter / -1024.0; +# endif +#endif + +#ifdef USEFOG + color.rgb = FogVertex(color); +#endif + + // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness +#ifdef USEREFLECTION + vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); + //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; + vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; + #ifdef USENORMALMAPSCROLLBLEND +# ifdef USEOFFSETMAPPING + vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); +# else + vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); +# endif + normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; + #else + vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; + #endif + // FIXME temporary hack to detect the case that the reflection + // gets blackened at edges due to leaving the area that contains actual + // content. + // Remove this 'ack once we have a better way to stop this thing from + // 'appening. + float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); + f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); + ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); + color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); +#endif +#ifdef USEOCCLUDE + color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0); +#endif + + dp_FragColor = vec4(color); +} +#endif // FRAGMENT_SHADER + +#endif // !MODE_DEFERREDLIGHTSOURCE +#endif // !MODE_DEFERREDGEOMETRY +#endif // !MODE_WATER +#endif // !MODE_REFRACTION +#endif // !MODE_BLOOMBLUR +#endif // !MODE_GENERIC +#endif // !MODE_POSTPROCESS +#endif // !MODE_DEPTH_OR_SHADOW +