/* The engine may define the following macros: #define VERTEX_SHADER #define GEOMETRY_SHADER #define FRAGMENT_SHADER #define MODE_GENERIC #define MODE_POSTPROCESS #define MODE_DEPTH_OR_SHADOW #define MODE_FLATCOLOR #define MODE_VERTEXCOLOR #define MODE_LIGHTMAP #define MODE_FAKELIGHT #define MODE_LIGHTDIRECTIONMAP_MODELSPACE #define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE #define MODE_LIGHTDIRECTION #define MODE_LIGHTSOURCE #define MODE_REFRACTION #define MODE_WATER #define MODE_SHOWDEPTH #define MODE_DEFERREDGEOMETRY #define MODE_DEFERREDLIGHTSOURCE #define USEDIFFUSE #define USEVERTEXTEXTUREBLEND #define USEVIEWTINT #define USECOLORMAPPING #define USESATURATION #define USEFOGINSIDE #define USEFOGOUTSIDE #define USEFOGHEIGHTTEXTURE #define USEGAMMARAMPS #define USECUBEFILTER #define USEGLOW #define USEBLOOM #define USESPECULAR #define USEPOSTPROCESSING #define USEREFLECTION #define USEOFFSETMAPPING #define USEOFFSETMAPPING_RELIEFMAPPING #define USESHADOWMAPRECT #define USESHADOWMAPCUBE #define USESHADOWMAP2D #define USESHADOWMAPPCF 1 #define USESHADOWMAPPCF 2 #define USESHADOWSAMPLER #define USESHADOWMAPVSDCT #define USESHADOWMAPORTHO #define USEDEFERREDLIGHTMAP #define USEALPHAKILL #define USEREFLECTCUBE #define USENORMALMAPSCROLLBLEND */ // ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader // written by Forest 'LordHavoc' Hale // shadowmapping enhancements by Lee 'eihrul' Salzman #if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) # define USEFOG #endif #if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) #define USELIGHTMAP #endif #if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) #define USEEYEVECTOR #endif #if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP) # extension GL_ARB_texture_rectangle : enable #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 USESHADOWMAPCUBE # extension GL_EXT_gpu_shader4 : enable #endif //#ifdef USESHADOWSAMPLER //# extension GL_ARB_shadow : enable //#endif //#ifdef __GLSL_CG_DATA_TYPES //# define myhalf half //# define myhalf2 half2 //# define myhalf3 half3 //# define myhalf4 half4 //#else # define myhalf float # define myhalf2 vec2 # define myhalf3 vec3 # define myhalf4 vec4 //#endif #ifdef VERTEX_SHADER uniform mat4 ModelViewProjectionMatrix; #endif #ifdef MODE_DEPTH_OR_SHADOW #ifdef VERTEX_SHADER void main(void) { gl_Position = ModelViewProjectionMatrix * gl_Vertex; } #endif #else // !MODE_DEPTH_ORSHADOW #ifdef MODE_SHOWDEPTH #ifdef VERTEX_SHADER void main(void) { gl_Position = ModelViewProjectionMatrix * gl_Vertex; gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0); } #endif #ifdef FRAGMENT_SHADER void main(void) { gl_FragColor = gl_Color; } #endif #else // !MODE_SHOWDEPTH #ifdef MODE_POSTPROCESS varying vec2 TexCoord1; varying vec2 TexCoord2; #ifdef VERTEX_SHADER void main(void) { gl_Position = ModelViewProjectionMatrix * gl_Vertex; TexCoord1 = gl_MultiTexCoord0.xy; #ifdef USEBLOOM TexCoord2 = gl_MultiTexCoord1.xy; #endif } #endif #ifdef FRAGMENT_SHADER uniform sampler2D Texture_First; #ifdef USEBLOOM uniform sampler2D Texture_Second; #endif #ifdef USEGAMMARAMPS uniform sampler2D Texture_GammaRamps; #endif #ifdef USESATURATION uniform float Saturation; #endif #ifdef USEVIEWTINT uniform vec4 ViewTintColor; #endif //uncomment these if you want to use them: uniform vec4 UserVec1; uniform vec4 UserVec2; // uniform vec4 UserVec3; // uniform vec4 UserVec4; // uniform float ClientTime; uniform vec2 PixelSize; void main(void) { gl_FragColor = texture2D(Texture_First, TexCoord1); #ifdef USEBLOOM gl_FragColor += texture2D(Texture_Second, TexCoord2); #endif #ifdef USEVIEWTINT gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a); #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 float sobel = 1.0; // vec2 ts = textureSize(Texture_First, 0); // vec2 px = vec2(1/ts.x, 1/ts.y); vec2 px = PixelSize; vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; vec3 y6 = 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); gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; gl_FragColor /= (1.0 + 5.0 * UserVec1.y); gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; #endif #ifdef USESATURATION //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114)); // 'vampire sight' effect, wheres red is compensated #ifdef SATURATION_REDCOMPENSATE float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation)); gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation); gl_FragColor.r += rboost; #else // normal desaturation //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation; gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation); #endif #endif #ifdef USEGAMMARAMPS gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r; gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g; gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b; #endif } #endif #else // !MODE_POSTPROCESS #ifdef MODE_GENERIC #ifdef USEDIFFUSE varying vec2 TexCoord1; #endif #ifdef USESPECULAR varying vec2 TexCoord2; #endif #ifdef VERTEX_SHADER void main(void) { gl_FrontColor = gl_Color; #ifdef USEDIFFUSE TexCoord1 = gl_MultiTexCoord0.xy; #endif #ifdef USESPECULAR TexCoord2 = gl_MultiTexCoord1.xy; #endif gl_Position = ModelViewProjectionMatrix * gl_Vertex; } #endif #ifdef FRAGMENT_SHADER #ifdef USEDIFFUSE uniform sampler2D Texture_First; #endif #ifdef USESPECULAR uniform sampler2D Texture_Second; #endif void main(void) { gl_FragColor = gl_Color; #ifdef USEDIFFUSE gl_FragColor *= texture2D(Texture_First, TexCoord1); #endif #ifdef USESPECULAR vec4 tex2 = texture2D(Texture_Second, TexCoord2); # ifdef USECOLORMAPPING gl_FragColor *= tex2; # endif # ifdef USEGLOW gl_FragColor += tex2; # endif # ifdef USEVERTEXTEXTUREBLEND gl_FragColor = mix(gl_FragColor, tex2, tex2.a); # endif #endif } #endif #else // !MODE_GENERIC #ifdef MODE_BLOOMBLUR varying TexCoord; #ifdef VERTEX_SHADER void main(void) { gl_FrontColor = gl_Color; TexCoord = gl_MultiTexCoord0.xy; gl_Position = ModelViewProjectionMatrix * gl_Vertex; } #endif #ifdef FRAGMENT_SHADER uniform sampler2D Texture_First; uniform vec4 BloomBlur_Parameters; void main(void) { int i; vec2 tc = TexCoord; vec3 color = texture2D(Texture_First, tc).rgb; tc += BloomBlur_Parameters.xy; for (i = 1;i < SAMPLES;i++) { color += texture2D(Texture_First, tc).rgb; tc += BloomBlur_Parameters.xy; } gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); } #endif #else // !MODE_BLOOMBLUR #ifdef MODE_REFRACTION varying vec2 TexCoord; varying vec4 ModelViewProjectionPosition; uniform mat4 TexMatrix; #ifdef VERTEX_SHADER void main(void) { TexCoord = vec2(TexMatrix * gl_MultiTexCoord0); gl_Position = ModelViewProjectionMatrix * gl_Vertex; ModelViewProjectionPosition = gl_Position; } #endif #ifdef FRAGMENT_SHADER uniform sampler2D Texture_Normal; uniform sampler2D Texture_Refraction; uniform sampler2D Texture_Reflection; uniform vec4 DistortScaleRefractReflect; uniform vec4 ScreenScaleRefractReflect; uniform vec4 ScreenCenterRefractReflect; uniform vec4 RefractColor; uniform vec4 ReflectColor; uniform float ReflectFactor; uniform float ReflectOffset; void main(void) { vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy; // 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(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor; } #endif #else // !MODE_REFRACTION #ifdef MODE_WATER varying vec2 TexCoord; varying vec3 EyeVector; varying vec4 ModelViewProjectionPosition; #ifdef VERTEX_SHADER uniform vec3 EyePosition; uniform mat4 TexMatrix; void main(void) { TexCoord = vec2(TexMatrix * gl_MultiTexCoord0); vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz; EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz); EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz); EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz); gl_Position = ModelViewProjectionMatrix * gl_Vertex; ModelViewProjectionPosition = gl_Position; } #endif #ifdef FRAGMENT_SHADER uniform sampler2D Texture_Normal; uniform sampler2D Texture_Refraction; uniform sampler2D Texture_Reflection; uniform vec4 DistortScaleRefractReflect; uniform vec4 ScreenScaleRefractReflect; uniform vec4 ScreenCenterRefractReflect; uniform vec4 RefractColor; uniform vec4 ReflectColor; uniform float ReflectFactor; uniform float ReflectOffset; uniform float ClientTime; #ifdef USENORMALMAPSCROLLBLEND uniform vec2 NormalmapScrollBlend; #endif void main(void) { vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(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 USENORMALMAPSCROLLBLEND vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); normal += 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 * DistortScaleRefractReflect; #else vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect; #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 f1 = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f1); float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); f *= min(1.0, length(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; gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); gl_FragColor.a = f1 + 0.5; } #endif #else // !MODE_WATER // common definitions between vertex shader and fragment shader: varying vec2 TexCoord; #ifdef USEVERTEXTEXTUREBLEND varying vec2 TexCoord2; #endif #ifdef USELIGHTMAP varying vec2 TexCoordLightmap; #endif #ifdef MODE_LIGHTSOURCE varying vec3 CubeVector; #endif #if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) varying vec3 LightVector; #endif #ifdef USEEYEVECTOR varying vec3 EyeVector; #endif #ifdef USEFOG varying vec4 EyeVectorModelSpaceFogPlaneVertexDist; #endif #if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent) varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal) varying vec3 VectorR; // direction of R texcoord (surface normal) #endif #ifdef USEREFLECTION varying vec4 ModelViewProjectionPosition; #endif #ifdef MODE_DEFERREDLIGHTSOURCE uniform vec3 LightPosition; varying vec4 ModelViewPosition; #endif #ifdef MODE_LIGHTSOURCE uniform vec3 LightPosition; #endif uniform vec3 EyePosition; #ifdef MODE_LIGHTDIRECTION uniform vec3 LightDir; #endif uniform vec4 FogPlane; #ifdef USESHADOWMAPORTHO varying vec3 ShadowMapTC; #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_ScreenDepth; uniform sampler2D Texture_ScreenNormalMap; #endif #ifdef USEDEFERREDLIGHTMAP uniform sampler2D Texture_ScreenDiffuse; uniform sampler2D Texture_ScreenSpecular; #endif uniform myhalf3 Color_Pants; uniform myhalf3 Color_Shirt; uniform myhalf3 FogColor; #ifdef USEFOG uniform float FogRangeRecip; uniform float FogPlaneViewDist; uniform float FogHeightFade; vec3 FogVertex(vec3 surfacecolor) { vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz; float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w; float fogfrac; #ifdef USEFOGHEIGHTTEXTURE vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); fogfrac = fogheightpixel.a; return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, 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(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); #endif } #endif #ifdef USEOFFSETMAPPING uniform float OffsetMapping_Scale; vec2 OffsetMapping(vec2 TexCoord) { #ifdef USEOFFSETMAPPING_RELIEFMAPPING // 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(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1); //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1); vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1); vec3 RT = vec3(TexCoord, 1); OffsetVector *= 0.1; RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5); RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25); RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125); RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625); RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125); return RT.xy; #else // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits) // this basically moves forward the full distance, and then backs up based // on height of samples //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1)); //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1)); vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1)); TexCoord += OffsetVector; OffsetVector *= 0.333; TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a; TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a; TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).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 USESHADOWMAPRECT # ifdef USESHADOWSAMPLER uniform sampler2DRectShadow Texture_ShadowMapRect; # else uniform sampler2DRect Texture_ShadowMapRect; # endif #endif #ifdef USESHADOWMAP2D # ifdef USESHADOWSAMPLER uniform sampler2DShadow Texture_ShadowMap2D; # else uniform sampler2D Texture_ShadowMap2D; # endif #endif #ifdef USESHADOWMAPVSDCT uniform samplerCube Texture_CubeProjection; #endif #ifdef USESHADOWMAPCUBE # ifdef USESHADOWSAMPLER uniform samplerCubeShadow Texture_ShadowMapCube; # else uniform samplerCube Texture_ShadowMapCube; # endif #endif #if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE) uniform vec2 ShadowMap_TextureScale; uniform vec4 ShadowMap_Parameters; #endif #if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) # ifdef USESHADOWMAPORTHO # define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz)) # else # ifdef USESHADOWMAPVSDCT vec3 GetShadowMapTC2D(vec3 dir) { vec3 adir = abs(dir); vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z); vec4 proj = textureCube(Texture_CubeProjection, dir); return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w); } # else vec3 GetShadowMapTC2D(vec3 dir) { vec3 adir = abs(dir); float ma = adir.z; vec4 proj = vec4(dir, 2.5); if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); } if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); } vec2 aparams = ShadowMap_Parameters.xy / ma; return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w); } # endif # endif #endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) #ifdef USESHADOWMAPCUBE vec4 GetShadowMapTCCube(vec3 dir) { vec3 adir = abs(dir); return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z)); } #endif # ifdef USESHADOWMAPRECT float ShadowMapCompare(vec3 dir) { vec3 shadowmaptc = GetShadowMapTC2D(dir); float f; # ifdef USESHADOWSAMPLER # ifdef USESHADOWMAPPCF # define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4))); # else f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r; # endif # else # ifdef USESHADOWMAPPCF # if USESHADOWMAPPCF > 1 # define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); 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 # define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r vec2 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, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r); # endif # endif # ifdef USESHADOWMAPORTHO return mix(ShadowMap_Parameters.w, 1.0, f); # else return f; # endif } # endif # ifdef USESHADOWMAP2D float ShadowMapCompare(vec3 dir) { vec3 shadowmaptc = GetShadowMapTC2D(dir); float f; # ifdef USESHADOWSAMPLER # ifdef USESHADOWMAPPCF # define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r vec2 center = shadowmaptc.xy*ShadowMap_TextureScale; f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4))); # else f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r; # 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) # endif vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale; # 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) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r # else # define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r # endif # if USESHADOWMAPPCF > 1 vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); center *= ShadowMap_TextureScale; 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, 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, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r); # endif # endif # ifdef USESHADOWMAPORTHO return mix(ShadowMap_Parameters.w, 1.0, f); # else return f; # endif } # endif # ifdef USESHADOWMAPCUBE float ShadowMapCompare(vec3 dir) { // apply depth texture cubemap as light filter vec4 shadowmaptc = GetShadowMapTCCube(dir); float f; # ifdef USESHADOWSAMPLER f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r; # else f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r); # endif return f; } # endif #endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) #endif // FRAGMENT_SHADER #ifdef MODE_DEFERREDGEOMETRY #ifdef VERTEX_SHADER uniform mat4 TexMatrix; #ifdef USEVERTEXTEXTUREBLEND uniform mat4 BackgroundTexMatrix; #endif uniform mat4 ModelViewMatrix; void main(void) { TexCoord = vec2(TexMatrix * gl_MultiTexCoord0); #ifdef USEVERTEXTEXTUREBLEND gl_FrontColor = gl_Color; TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0); #endif // transform unnormalized eye direction into tangent space #ifdef USEOFFSETMAPPING vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz; EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz); EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz); EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz); #endif VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz; VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz; VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz; gl_Position = ModelViewProjectionMatrix * gl_Vertex; } #endif // VERTEX_SHADER #ifdef FRAGMENT_SHADER void main(void) { #ifdef USEOFFSETMAPPING // apply offsetmapping vec2 TexCoordOffset = OffsetMapping(TexCoord); #define TexCoord TexCoordOffset #endif #ifdef USEALPHAKILL if (texture2D(Texture_Color, TexCoord).a < 0.5) discard; #endif #ifdef USEVERTEXTEXTUREBLEND float alpha = texture2D(Texture_Color, TexCoord).a; float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0)); //float terrainblend = float(gl_Color.a) * alpha > 0.5; #endif #ifdef USEVERTEXTEXTUREBLEND vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5); float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend); #else vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5); float a = texture2D(Texture_Gloss, TexCoord).a; #endif gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a); } #endif // FRAGMENT_SHADER #else // !MODE_DEFERREDGEOMETRY #ifdef MODE_DEFERREDLIGHTSOURCE #ifdef VERTEX_SHADER uniform mat4 ModelViewMatrix; void main(void) { ModelViewPosition = ModelViewMatrix * gl_Vertex; gl_Position = ModelViewProjectionMatrix * gl_Vertex; } #endif // VERTEX_SHADER #ifdef FRAGMENT_SHADER uniform mat4 ViewToLight; // ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); uniform 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; position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); // decode viewspace pixel normal myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord); myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5)); // surfacenormal = pixel normal in viewspace // LightVector = pixel to light in viewspace // CubeVector = position in lightspace // eyevector = pixel to view in viewspace vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); #ifdef USEDIFFUSE // calculate diffuse shading myhalf3 lightnormal = myhalf3(normalize(LightPosition - position)); myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); #endif #ifdef USESPECULAR // calculate directional shading vec3 eyevector = position * -1.0; # ifdef USEEXACTSPECULARMATH myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a); # else myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector))); myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a); # endif #endif #if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D) fade *= ShadowMapCompare(CubeVector); #endif #ifdef USEDIFFUSE gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); #else gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0); #endif #ifdef USESPECULAR gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); #else gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0); #endif # ifdef USECUBEFILTER vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb; gl_FragData[0].rgb *= cubecolor; gl_FragData[1].rgb *= cubecolor; # endif } #endif // FRAGMENT_SHADER #else // !MODE_DEFERREDLIGHTSOURCE #ifdef VERTEX_SHADER uniform mat4 TexMatrix; #ifdef USEVERTEXTEXTUREBLEND uniform mat4 BackgroundTexMatrix; #endif #ifdef MODE_LIGHTSOURCE uniform mat4 ModelToLight; #endif #ifdef USESHADOWMAPORTHO uniform mat4 ShadowMapMatrix; #endif void main(void) { #if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) gl_FrontColor = gl_Color; #endif // copy the surface texcoord TexCoord = vec2(TexMatrix * gl_MultiTexCoord0); #ifdef USEVERTEXTEXTUREBLEND TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0); #endif #ifdef USELIGHTMAP TexCoordLightmap = vec2(gl_MultiTexCoord4); #endif #ifdef MODE_LIGHTSOURCE // transform vertex position into light attenuation/cubemap space // (-1 to +1 across the light box) CubeVector = vec3(ModelToLight * gl_Vertex); # 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 - gl_Vertex.xyz; LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz); LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz); LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz); # endif #endif #if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz); LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz); LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz); #endif // transform unnormalized eye direction into tangent space #ifdef USEEYEVECTOR vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz; EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz); EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz); EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz); #endif #ifdef USEFOG EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz; EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex); #endif #if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) VectorS = gl_MultiTexCoord1.xyz; VectorT = gl_MultiTexCoord2.xyz; VectorR = gl_MultiTexCoord3.xyz; #endif // transform vertex to camera space, using ftransform to match non-VS rendering gl_Position = ModelViewProjectionMatrix * gl_Vertex; #ifdef USESHADOWMAPORTHO ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); #endif #ifdef USEREFLECTION ModelViewProjectionPosition = 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 vec4 DistortScaleRefractReflect; uniform vec4 ScreenScaleRefractReflect; uniform vec4 ScreenCenterRefractReflect; uniform myhalf4 ReflectColor; #endif #ifdef USEREFLECTCUBE uniform mat4 ModelToReflectCube; uniform sampler2D Texture_ReflectMask; uniform samplerCube Texture_ReflectCube; #endif #ifdef MODE_LIGHTDIRECTION uniform myhalf3 LightColor; #endif #ifdef MODE_LIGHTSOURCE uniform myhalf3 LightColor; #endif void main(void) { #ifdef USEOFFSETMAPPING // apply offsetmapping vec2 TexCoordOffset = OffsetMapping(TexCoord); #define TexCoord TexCoordOffset #endif // combine the diffuse textures (base, pants, shirt) myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord)); #ifdef USEALPHAKILL if (color.a < 0.5) discard; #endif color.a *= Alpha; #ifdef USECOLORMAPPING color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt; #endif #ifdef USEVERTEXTEXTUREBLEND myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0)); //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0)); //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5; color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); color.a = 1.0; //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend); #endif // get the surface normal #ifdef USEVERTEXTEXTUREBLEND myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5)); #else myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - 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(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend); # else myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord)); # endif #endif #ifdef USEREFLECTCUBE vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal); vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR; vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); #endif #ifdef MODE_LIGHTSOURCE // light source #ifdef USEDIFFUSE myhalf3 lightnormal = myhalf3(normalize(LightVector)); myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); #ifdef USESPECULAR #ifdef USEEXACTSPECULARMATH myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a); #else myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector))); myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a); #endif color.rgb += glosstex.rgb * (specular * Color_Specular); #endif #else color.rgb = diffusetex * Color_Ambient; #endif color.rgb *= LightColor; color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); #if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D) color.rgb *= ShadowMapCompare(CubeVector); #endif # ifdef USECUBEFILTER color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector)); # endif #endif // MODE_LIGHTSOURCE #ifdef MODE_LIGHTDIRECTION #define SHADING #ifdef USEDIFFUSE myhalf3 lightnormal = myhalf3(normalize(LightVector)); #endif #define lightcolor LightColor #endif // MODE_LIGHTDIRECTION #ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE #define SHADING // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0); myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)); // convert modelspace light vector to tangentspace myhalf3 lightnormal; lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS)); lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT)); lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR)); // 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 = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0); myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)); #endif #ifdef MODE_FAKELIGHT #define SHADING myhalf3 lightnormal = myhalf3(normalize(EyeVector)); myhalf3 lightcolor = myhalf3(1.0); #endif // MODE_FAKELIGHT #ifdef MODE_LIGHTMAP color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse); #endif // MODE_LIGHTMAP #ifdef MODE_VERTEXCOLOR color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse); #endif // MODE_VERTEXCOLOR #ifdef MODE_FLATCOLOR color.rgb = diffusetex * Color_Ambient; #endif // MODE_FLATCOLOR #ifdef SHADING # ifdef USEDIFFUSE myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); # ifdef USESPECULAR # ifdef USEEXACTSPECULARMATH myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a); # else myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector))); myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a); # endif 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 * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; #endif #ifdef USEGLOW #ifdef USEVERTEXTEXTUREBLEND color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow; #else color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow; #endif #endif #ifdef USEFOG color.rgb = FogVertex(color.rgb); #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(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; // 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(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); #endif gl_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_SHOWDEPTH #endif // !MODE_DEPTH_OR_SHADOW