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authorFilip Gawin <filip@gawin.net>2022-11-14 13:53:59 +0100
committerLionel Landwerlin <lionel.g.landwerlin@intel.com>2022-11-30 12:49:14 +0000
commitb96d512e85e48b7c8aefaead6c5d86be0f3ba084 (patch)
treee9b69c794b857f62fcd488c07a31b5cb852ebd7e
parent6849030a4278c4c8f5d59c040323e78358454a46 (diff)
Add Xonotic shaders
Acked-by: Alejandro PiƱeiro <apinheiro@igalia.com>
-rw-r--r--shaders/xonotic/1.shader_test3623
-rw-r--r--shaders/xonotic/10.shader_test3623
-rw-r--r--shaders/xonotic/13.shader_test3623
-rw-r--r--shaders/xonotic/16.shader_test3623
-rw-r--r--shaders/xonotic/19.shader_test3623
-rw-r--r--shaders/xonotic/22.shader_test3623
-rw-r--r--shaders/xonotic/25.shader_test3623
-rw-r--r--shaders/xonotic/28.shader_test3623
-rw-r--r--shaders/xonotic/31.shader_test3623
-rw-r--r--shaders/xonotic/34.shader_test3623
-rw-r--r--shaders/xonotic/37.shader_test3623
-rw-r--r--shaders/xonotic/4.shader_test3623
-rw-r--r--shaders/xonotic/40.shader_test3623
-rw-r--r--shaders/xonotic/43.shader_test3623
-rw-r--r--shaders/xonotic/46.shader_test3623
-rw-r--r--shaders/xonotic/49.shader_test3623
-rw-r--r--shaders/xonotic/52.shader_test3623
-rw-r--r--shaders/xonotic/55.shader_test3623
-rw-r--r--shaders/xonotic/58.shader_test3623
-rw-r--r--shaders/xonotic/61.shader_test3623
-rw-r--r--shaders/xonotic/64.shader_test3623
-rw-r--r--shaders/xonotic/67.shader_test3623
-rw-r--r--shaders/xonotic/7.shader_test3623
-rw-r--r--shaders/xonotic/70.shader_test3623
-rw-r--r--shaders/xonotic/73.shader_test3623
-rw-r--r--shaders/xonotic/76.shader_test3623
-rw-r--r--shaders/xonotic/79.shader_test3623
27 files changed, 97821 insertions, 0 deletions
diff --git a/shaders/xonotic/1.shader_test b/shaders/xonotic/1.shader_test
new file mode 100644
index 0000000..2319b63
--- /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
+
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+
+// 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
+
+
+
+
+
+
+
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+// 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 0000000..7fe915d
--- /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 0000000..2222848
--- /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 0000000..6162e22
--- /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 0000000..4e41756
--- /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 0000000..980147b
--- /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 0000000..67747fc
--- /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 0000000..660ac6f
--- /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 0000000..a3f27b5
--- /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 0000000..3eb8d27
--- /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 0000000..b3919c8
--- /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 0000000..1feb316
--- /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 0000000..b654e9a
--- /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 0000000..807246a
--- /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 0000000..75de8bd
--- /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 0000000..7e429ad
--- /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 0000000..be408e0
--- /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 0000000..df33d42
--- /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 0000000..5a19372
--- /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 0000000..0bf7b6d
--- /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 0000000..ed8df7b
--- /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 0000000..aacec1a
--- /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 0000000..eb8a363
--- /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 0000000..968f2fb
--- /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 0000000..5fdc084
--- /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 0000000..afa92ae
--- /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 0000000..4248073
--- /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
+