summaryrefslogtreecommitdiff
path: root/shaders/warsow/22.shader_test
blob: ced0b98f078b3e46af0d49d983f5fa1243eecc73 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
[require]
GLSL >= 1.10

[vertex shader]
#version 130
#extension GL_ARB_draw_instanced : enable
#define QF_GLSL_VERSION 130
#define VERTEX_SHADER
#if !defined(myhalf)
//#if !defined(__GLSL_CG_DATA_TYPES)
#define myhalf float
#define myhalf2 vec2
#define myhalf3 vec3
#define myhalf4 vec4
//#else
//#define myhalf half
//#define myhalf2 half2
//#define myhalf3 half3
//#define myhalf4 half4
//#endif
#endif

#if QF_GLSL_VERSION >= 130
  precision highp float;

# ifdef VERTEX_SHADER
   out myhalf4 qf_FrontColor;
#  define qf_varying out
#  define qf_attribute in
# endif
# ifdef FRAGMENT_SHADER
   in myhalf4 qf_FrontColor;
   out myhalf4	qf_FragColor;
#  define qf_varying in
#  define qf_attribute in
# endif

# define qf_texture texture
# define qf_textureCube texture
# define qf_textureLod textureLod
# define qf_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
# define qf_shadow texture
#else
# ifdef VERTEX_SHADER
#  define qf_FrontColor gl_FrontColor
#  define qf_varying varying
#  define qf_attribute attribute
# endif

# ifdef FRAGMENT_SHADER
#  define qf_FrontColor gl_Color
#  define qf_FragColor gl_FragColor
#  define qf_varying varying
#  define qf_attribute attribute
# endif
# define qf_texture texture2D
# define qf_textureLod texture2DLod
# define qf_textureCube textureCube
# define qf_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
# define qf_shadow shadow2D
#endif

#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
#ifndef M_TWOPI
#define M_TWOPI 6.28318530717958647692
#endif

#ifndef MAX_UNIFORM_BONES
#define MAX_UNIFORM_BONES 100
#endif

#ifndef MAX_UNIFORM_INSTANCES
#define MAX_UNIFORM_INSTANCES 40
#endif
uniform vec3 u_QF_ViewOrigin;
uniform mat3 u_QF_ViewAxis;
uniform float u_QF_MirrorSide;
uniform vec3 u_QF_EntityOrigin;
uniform float u_QF_ShaderTime;

#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
#ifndef M_TWOPI
#define M_TWOPI 6.28318530717958647692
#endif

#ifndef WAVE_SIN
float QF_WaveFunc_Sin(float x)
{
x -= floor(x);
return sin(x * M_TWOPI);
}
float QF_WaveFunc_Triangle(float x)
{
x -= floor(x);
return step(x, 0.25) * x * 4.0 + (2.0 - 4.0 * step(0.25, x) * step(x, 0.75) * x) + ((step(0.75, x) * x - 0.75) * 4.0 - 1.0);
}
float QF_WaveFunc_Square(float x)
{
x -= floor(x);
return step(x, 0.5) * 2.0 - 1.0;
}
float QF_WaveFunc_Sawtooth(float x)
{
x -= floor(x);
return x;
}
float QF_QF_WaveFunc_InverseSawtooth(float x)
{
x -= floor(x);
return 1.0 - x;
}

#define WAVE_SIN(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Sin((phase)+(time)*(freq))))
#define WAVE_TRIANGLE(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Triangle((phase)+(time)*(freq))))
#define WAVE_SQUARE(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Square((phase)+(time)*(freq))))
#define WAVE_SAWTOOTH(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Sawtooth((phase)+(time)*(freq))))
#define WAVE_INVERSESAWTOOTH(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_QF_WaveFunc_InverseSawtooth((phase)+(time)*(freq))))
#endif

#ifdef VERTEX_SHADER
attribute vec4 a_BonesIndices;
attribute vec4 a_BonesWeights;

uniform vec4 u_QF_DualQuats[MAX_UNIFORM_BONES*2];

#if defined(DUAL_QUAT_TRANSFORM_NORMALS)
#if defined(DUAL_QUAT_TRANSFORM_TANGENT)
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal, inout vec3 Tangent)
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal)
#endif
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position)
#endif
{
int index;
vec4 Indices = a_BonesIndices;
vec4 Weights = a_BonesWeights;
vec4 Indices_2 = Indices * 2.0;
vec4 DQReal, DQDual;

index = int(Indices_2.x);
DQReal = u_QF_DualQuats[index+0];
DQDual = u_QF_DualQuats[index+1];

if (numWeights > 1)
{
DQReal *= Weights.x;
DQDual *= Weights.x;

vec4 DQReal1, DQDual1;
float scale;

index = int(Indices_2.y);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.y;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;

if (numWeights > 2)
{
index = int(Indices_2.z);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.z;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;

if (numWeights > 3)
{
index = int(Indices_2.w);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.w;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
}
}
}

float len = length(DQReal);
DQReal /= len;
DQDual /= len;

Position.xyz = (cross(DQReal.xyz, cross(DQReal.xyz, Position.xyz) + Position.xyz*DQReal.w + DQDual.xyz) + DQDual.xyz*DQReal.w - DQReal.xyz*DQDual.w)*2.0 + Position.xyz;

#ifdef DUAL_QUAT_TRANSFORM_NORMALS
Normal = cross(DQReal.xyz, cross(DQReal.xyz, Normal) + Normal*DQReal.w)*2.0 + Normal;
#endif

#ifdef DUAL_QUAT_TRANSFORM_TANGENT
Tangent = cross(DQReal.xyz, cross(DQReal.xyz, Tangent) + Tangent*DQReal.w)*2.0 + Tangent;
#endif
}

// use defines to overload the transform function

#define DUAL_QUAT_TRANSFORM_NORMALS
#if defined(DUAL_QUAT_TRANSFORM_NORMALS)
#if defined(DUAL_QUAT_TRANSFORM_TANGENT)
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal, inout vec3 Tangent)
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal)
#endif
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position)
#endif
{
int index;
vec4 Indices = a_BonesIndices;
vec4 Weights = a_BonesWeights;
vec4 Indices_2 = Indices * 2.0;
vec4 DQReal, DQDual;

index = int(Indices_2.x);
DQReal = u_QF_DualQuats[index+0];
DQDual = u_QF_DualQuats[index+1];

if (numWeights > 1)
{
DQReal *= Weights.x;
DQDual *= Weights.x;

vec4 DQReal1, DQDual1;
float scale;

index = int(Indices_2.y);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.y;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;

if (numWeights > 2)
{
index = int(Indices_2.z);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.z;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;

if (numWeights > 3)
{
index = int(Indices_2.w);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.w;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
}
}
}

float len = length(DQReal);
DQReal /= len;
DQDual /= len;

Position.xyz = (cross(DQReal.xyz, cross(DQReal.xyz, Position.xyz) + Position.xyz*DQReal.w + DQDual.xyz) + DQDual.xyz*DQReal.w - DQReal.xyz*DQDual.w)*2.0 + Position.xyz;

#ifdef DUAL_QUAT_TRANSFORM_NORMALS
Normal = cross(DQReal.xyz, cross(DQReal.xyz, Normal) + Normal*DQReal.w)*2.0 + Normal;
#endif

#ifdef DUAL_QUAT_TRANSFORM_TANGENT
Tangent = cross(DQReal.xyz, cross(DQReal.xyz, Tangent) + Tangent*DQReal.w)*2.0 + Tangent;
#endif
}

#define DUAL_QUAT_TRANSFORM_TANGENT
#if defined(DUAL_QUAT_TRANSFORM_NORMALS)
#if defined(DUAL_QUAT_TRANSFORM_TANGENT)
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal, inout vec3 Tangent)
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal)
#endif
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position)
#endif
{
int index;
vec4 Indices = a_BonesIndices;
vec4 Weights = a_BonesWeights;
vec4 Indices_2 = Indices * 2.0;
vec4 DQReal, DQDual;

index = int(Indices_2.x);
DQReal = u_QF_DualQuats[index+0];
DQDual = u_QF_DualQuats[index+1];

if (numWeights > 1)
{
DQReal *= Weights.x;
DQDual *= Weights.x;

vec4 DQReal1, DQDual1;
float scale;

index = int(Indices_2.y);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.y;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;

if (numWeights > 2)
{
index = int(Indices_2.z);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.z;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;

if (numWeights > 3)
{
index = int(Indices_2.w);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.w;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
}
}
}

float len = length(DQReal);
DQReal /= len;
DQDual /= len;

Position.xyz = (cross(DQReal.xyz, cross(DQReal.xyz, Position.xyz) + Position.xyz*DQReal.w + DQDual.xyz) + DQDual.xyz*DQReal.w - DQReal.xyz*DQDual.w)*2.0 + Position.xyz;

#ifdef DUAL_QUAT_TRANSFORM_NORMALS
Normal = cross(DQReal.xyz, cross(DQReal.xyz, Normal) + Normal*DQReal.w)*2.0 + Normal;
#endif

#ifdef DUAL_QUAT_TRANSFORM_TANGENT
Tangent = cross(DQReal.xyz, cross(DQReal.xyz, Tangent) + Tangent*DQReal.w)*2.0 + Tangent;
#endif
}

#endif
#ifdef VERTEX_SHADER
#ifdef APPLY_INSTANCED_ATTRIB_TRASNFORMS
attribute vec4 a_InstanceQuat;
attribute vec4 a_InstancePosAndScale;
#elif defined(GL_ARB_draw_instanced)

uniform vec4 u_QF_InstancePoints[MAX_UNIFORM_INSTANCES*2];

#define a_InstanceQuat u_QF_InstancePoints[gl_InstanceID*2]
#define a_InstancePosAndScale u_QF_InstancePoints[gl_InstanceID*2+1]
#else
uniform vec4 u_QF_InstancePoints[2];
#define a_InstanceQuat u_QF_InstancePoints[0]
#define a_InstancePosAndScale u_QF_InstancePoints[1]
#endif

void QF_InstancedTransform(inout vec4 Position, inout vec3 Normal)
{
Position.xyz = (cross(a_InstanceQuat.xyz, cross(a_InstanceQuat.xyz, Position.xyz) + Position.xyz*a_InstanceQuat.w)*2.0 + Position.xyz) *
 a_InstancePosAndScale.w + a_InstancePosAndScale.xyz;
Normal = cross(a_InstanceQuat.xyz, cross(a_InstanceQuat.xyz, Normal) + Normal*a_InstanceQuat.w)*2.0 + Normal;
}

#endif
#define QF_LatLong2Norm(ll) vec3(cos((ll).y) * sin((ll).x), sin((ll).y) * sin((ll).x), cos((ll).x))


#define DRAWFLAT_NORMAL_STEP	0.5		// floor or ceiling if < abs(normal.z)
uniform mat4 u_ModelViewMatrix;
uniform mat4 u_ModelViewProjectionMatrix;

uniform float u_ShaderTime;

uniform vec3 u_ViewOrigin;
uniform mat3 u_ViewAxis;

uniform vec3 u_EntityDist;
uniform vec3 u_EntityOrigin;
uniform myhalf4 u_EntityColor;

uniform myhalf4 u_ConstColor;
uniform myhalf4 u_RGBGenFuncArgs, u_AlphaGenFuncArgs;
uniform myhalf3 u_LightstyleColor[4]; // lightstyle colors

uniform myhalf3 u_LightAmbient;
uniform myhalf3 u_LightDiffuse;
uniform vec3 u_LightDir;

uniform myhalf2 u_BlendMix;

uniform vec2 u_TextureMatrix[3];
#define TextureMatrix2x3Mul(m2x3,tc) vec2(dot((m2x3)[0],(tc)) + (m2x3)[2][0], dot((m2x3)[1],(tc)) + (m2x3)[2][1])

uniform float u_MirrorSide;

uniform float u_ZNear, u_ZFar;

uniform ivec4 u_Viewport; // x, y, width, height

uniform vec4 u_TextureParams;

uniform myhalf u_SoftParticlesScale;
struct Fog
{
	float EyeDist;
	vec4 EyePlane, Plane;
	myhalf3 Color;
	float Scale;
};

uniform Fog u_Fog;

#define FOG_TEXCOORD_STEP 1.0/256.0

#define FogDensity(coord) sqrt(clamp((coord)[0],0.0,1.0))*step(FOG_TEXCOORD_STEP,(coord)[1])

#define FOG_GEN_OUTPUT_COLOR
#if defined(FOG_GEN_OUTPUT_COLOR)
void FogGen(in vec4 Position, inout myhalf4 outColor, in myhalf2 blendMix)
#elif defined(FOG_GEN_OUTPUT_TEXCOORDS)
void FogGen(in vec4 Position, inout vec2 outTexCoord)
#endif
{
	// side = vec2(inside, outside)
	myhalf2 side = myhalf2(step(u_Fog.EyeDist, 0.0), step(0.0, u_Fog.EyeDist));
	myhalf FDist = dot(Position.xyz, u_Fog.EyePlane.xyz) - u_Fog.EyePlane.w;
	myhalf FVdist = dot(Position.xyz, u_Fog.Plane.xyz) - u_Fog.Plane.w;
	myhalf FogDistScale = FVdist / (FVdist - u_Fog.EyeDist);

#if defined(FOG_GEN_OUTPUT_COLOR)
	myhalf FogDist = FDist * dot(side, myhalf2(1.0, FogDistScale));
	myhalf FogScale = myhalf(clamp(1.0 - FogDist * u_Fog.Scale, 0.0, 1.0));
	outColor *= mix(myhalf4(1.0), myhalf4(FogScale), blendMix.xxxy);
#endif

#if defined(FOG_GEN_OUTPUT_TEXCOORDS)
	myhalf FogS = FDist * dot(side, myhalf2(1.0, step(FVdist, 0.0) * FogDistScale));
	myhalf FogT = -FVdist;
	outTexCoord = vec2(FogS * u_Fog.Scale, FogT * u_Fog.Scale + 1.5*FOG_TEXCOORD_STEP);
#endif
}


#undef FOG_GEN_OUTPUT_COLOR
#define FOG_GEN_OUTPUT_TEXCOORDS
#if defined(FOG_GEN_OUTPUT_COLOR)
void FogGen(in vec4 Position, inout myhalf4 outColor, in myhalf2 blendMix)
#elif defined(FOG_GEN_OUTPUT_TEXCOORDS)
void FogGen(in vec4 Position, inout vec2 outTexCoord)
#endif
{
	// side = vec2(inside, outside)
	myhalf2 side = myhalf2(step(u_Fog.EyeDist, 0.0), step(0.0, u_Fog.EyeDist));
	myhalf FDist = dot(Position.xyz, u_Fog.EyePlane.xyz) - u_Fog.EyePlane.w;
	myhalf FVdist = dot(Position.xyz, u_Fog.Plane.xyz) - u_Fog.Plane.w;
	myhalf FogDistScale = FVdist / (FVdist - u_Fog.EyeDist);

#if defined(FOG_GEN_OUTPUT_COLOR)
	myhalf FogDist = FDist * dot(side, myhalf2(1.0, FogDistScale));
	myhalf FogScale = myhalf(clamp(1.0 - FogDist * u_Fog.Scale, 0.0, 1.0));
	outColor *= mix(myhalf4(1.0), myhalf4(FogScale), blendMix.xxxy);
#endif

#if defined(FOG_GEN_OUTPUT_TEXCOORDS)
	myhalf FogS = FDist * dot(side, myhalf2(1.0, step(FVdist, 0.0) * FogDistScale));
	myhalf FogT = -FVdist;
	outTexCoord = vec2(FogS * u_Fog.Scale, FogT * u_Fog.Scale + 1.5*FOG_TEXCOORD_STEP);
#endif
}


qf_varying vec2 v_FogCoord;

#ifdef VERTEX_SHADER
#ifdef VERTEX_SHADER
qf_attribute vec4 a_Position;
qf_attribute vec4 a_SVector;
qf_attribute vec4 a_Normal;
qf_attribute vec4 a_Color;
qf_attribute vec2 a_TexCoord;
qf_attribute vec2 a_LightmapCoord0, a_LightmapCoord1, a_LightmapCoord2, a_LightmapCoord3;
#endif
void TransformVerts(inout vec4 Position, inout vec3 Normal, inout vec2 TexCoord)
{
#ifdef NUM_BONE_INFLUENCES
	QF_VertexDualQuatsTransform(NUM_BONE_INFLUENCES, Position, Normal);
#endif

#ifdef APPLY_DEFORMVERTS
	QF_DeformVerts(Position, Normal, TexCoord);
#endif

#ifdef APPLY_INSTANCED_TRANSFORMS
	QF_InstancedTransform(Position, Normal);
#endif
}

void TransformVerts(inout vec4 Position, inout vec3 Normal, inout vec3 Tangent, inout vec2 TexCoord)
{
#ifdef NUM_BONE_INFLUENCES
	QF_VertexDualQuatsTransform(NUM_BONE_INFLUENCES, Position, Normal, Tangent);
#endif

#ifdef APPLY_DEFORMVERTS
	QF_DeformVerts(Position, Normal, TexCoord);
#endif

#ifdef APPLY_INSTANCED_TRANSFORMS
	QF_InstancedTransform(Position, Normal);
#endif
}


void main(void)
{
	vec4 Position = a_Position;
	vec3 Normal = a_Normal.xyz;
	vec2 TexCoord = a_TexCoord;

	TransformVerts(Position, Normal, TexCoord);

	FogGen(Position, v_FogCoord);

	gl_Position = u_ModelViewProjectionMatrix * Position;
}

#endif // VERTEX_SHADER

#ifdef FRAGMENT_SHADER
// Fragment shader

void main(void)
{
	float fogDensity = FogDensity(v_FogCoord);
	qf_FragColor = vec4(u_Fog.Color, fogDensity);
}

#endif // FRAGMENT_SHADER


[fragment shader]
#version 130

#define QF_GLSL_VERSION 130
#define FRAGMENT_SHADER
#if !defined(myhalf)
//#if !defined(__GLSL_CG_DATA_TYPES)
#define myhalf float
#define myhalf2 vec2
#define myhalf3 vec3
#define myhalf4 vec4
//#else
//#define myhalf half
//#define myhalf2 half2
//#define myhalf3 half3
//#define myhalf4 half4
//#endif
#endif

#if QF_GLSL_VERSION >= 130
  precision highp float;

# ifdef VERTEX_SHADER
   out myhalf4 qf_FrontColor;
#  define qf_varying out
#  define qf_attribute in
# endif
# ifdef FRAGMENT_SHADER
   in myhalf4 qf_FrontColor;
   out myhalf4	qf_FragColor;
#  define qf_varying in
#  define qf_attribute in
# endif

# define qf_texture texture
# define qf_textureCube texture
# define qf_textureLod textureLod
# define qf_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
# define qf_shadow texture
#else
# ifdef VERTEX_SHADER
#  define qf_FrontColor gl_FrontColor
#  define qf_varying varying
#  define qf_attribute attribute
# endif

# ifdef FRAGMENT_SHADER
#  define qf_FrontColor gl_Color
#  define qf_FragColor gl_FragColor
#  define qf_varying varying
#  define qf_attribute attribute
# endif
# define qf_texture texture2D
# define qf_textureLod texture2DLod
# define qf_textureCube textureCube
# define qf_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
# define qf_shadow shadow2D
#endif

#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
#ifndef M_TWOPI
#define M_TWOPI 6.28318530717958647692
#endif

#ifndef MAX_UNIFORM_BONES
#define MAX_UNIFORM_BONES 100
#endif

#ifndef MAX_UNIFORM_INSTANCES
#define MAX_UNIFORM_INSTANCES 40
#endif
uniform vec3 u_QF_ViewOrigin;
uniform mat3 u_QF_ViewAxis;
uniform float u_QF_MirrorSide;
uniform vec3 u_QF_EntityOrigin;
uniform float u_QF_ShaderTime;

#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
#ifndef M_TWOPI
#define M_TWOPI 6.28318530717958647692
#endif

#ifndef WAVE_SIN
float QF_WaveFunc_Sin(float x)
{
x -= floor(x);
return sin(x * M_TWOPI);
}
float QF_WaveFunc_Triangle(float x)
{
x -= floor(x);
return step(x, 0.25) * x * 4.0 + (2.0 - 4.0 * step(0.25, x) * step(x, 0.75) * x) + ((step(0.75, x) * x - 0.75) * 4.0 - 1.0);
}
float QF_WaveFunc_Square(float x)
{
x -= floor(x);
return step(x, 0.5) * 2.0 - 1.0;
}
float QF_WaveFunc_Sawtooth(float x)
{
x -= floor(x);
return x;
}
float QF_QF_WaveFunc_InverseSawtooth(float x)
{
x -= floor(x);
return 1.0 - x;
}

#define WAVE_SIN(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Sin((phase)+(time)*(freq))))
#define WAVE_TRIANGLE(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Triangle((phase)+(time)*(freq))))
#define WAVE_SQUARE(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Square((phase)+(time)*(freq))))
#define WAVE_SAWTOOTH(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Sawtooth((phase)+(time)*(freq))))
#define WAVE_INVERSESAWTOOTH(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_QF_WaveFunc_InverseSawtooth((phase)+(time)*(freq))))
#endif

#ifdef VERTEX_SHADER
attribute vec4 a_BonesIndices;
attribute vec4 a_BonesWeights;

uniform vec4 u_QF_DualQuats[MAX_UNIFORM_BONES*2];

#if defined(DUAL_QUAT_TRANSFORM_NORMALS)
#if defined(DUAL_QUAT_TRANSFORM_TANGENT)
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal, inout vec3 Tangent)
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal)
#endif
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position)
#endif
{
int index;
vec4 Indices = a_BonesIndices;
vec4 Weights = a_BonesWeights;
vec4 Indices_2 = Indices * 2.0;
vec4 DQReal, DQDual;

index = int(Indices_2.x);
DQReal = u_QF_DualQuats[index+0];
DQDual = u_QF_DualQuats[index+1];

if (numWeights > 1)
{
DQReal *= Weights.x;
DQDual *= Weights.x;

vec4 DQReal1, DQDual1;
float scale;

index = int(Indices_2.y);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.y;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;

if (numWeights > 2)
{
index = int(Indices_2.z);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.z;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;

if (numWeights > 3)
{
index = int(Indices_2.w);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.w;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
}
}
}

float len = length(DQReal);
DQReal /= len;
DQDual /= len;

Position.xyz = (cross(DQReal.xyz, cross(DQReal.xyz, Position.xyz) + Position.xyz*DQReal.w + DQDual.xyz) + DQDual.xyz*DQReal.w - DQReal.xyz*DQDual.w)*2.0 + Position.xyz;

#ifdef DUAL_QUAT_TRANSFORM_NORMALS
Normal = cross(DQReal.xyz, cross(DQReal.xyz, Normal) + Normal*DQReal.w)*2.0 + Normal;
#endif

#ifdef DUAL_QUAT_TRANSFORM_TANGENT
Tangent = cross(DQReal.xyz, cross(DQReal.xyz, Tangent) + Tangent*DQReal.w)*2.0 + Tangent;
#endif
}

// use defines to overload the transform function

#define DUAL_QUAT_TRANSFORM_NORMALS
#if defined(DUAL_QUAT_TRANSFORM_NORMALS)
#if defined(DUAL_QUAT_TRANSFORM_TANGENT)
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal, inout vec3 Tangent)
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal)
#endif
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position)
#endif
{
int index;
vec4 Indices = a_BonesIndices;
vec4 Weights = a_BonesWeights;
vec4 Indices_2 = Indices * 2.0;
vec4 DQReal, DQDual;

index = int(Indices_2.x);
DQReal = u_QF_DualQuats[index+0];
DQDual = u_QF_DualQuats[index+1];

if (numWeights > 1)
{
DQReal *= Weights.x;
DQDual *= Weights.x;

vec4 DQReal1, DQDual1;
float scale;

index = int(Indices_2.y);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.y;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;

if (numWeights > 2)
{
index = int(Indices_2.z);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.z;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;

if (numWeights > 3)
{
index = int(Indices_2.w);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.w;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
}
}
}

float len = length(DQReal);
DQReal /= len;
DQDual /= len;

Position.xyz = (cross(DQReal.xyz, cross(DQReal.xyz, Position.xyz) + Position.xyz*DQReal.w + DQDual.xyz) + DQDual.xyz*DQReal.w - DQReal.xyz*DQDual.w)*2.0 + Position.xyz;

#ifdef DUAL_QUAT_TRANSFORM_NORMALS
Normal = cross(DQReal.xyz, cross(DQReal.xyz, Normal) + Normal*DQReal.w)*2.0 + Normal;
#endif

#ifdef DUAL_QUAT_TRANSFORM_TANGENT
Tangent = cross(DQReal.xyz, cross(DQReal.xyz, Tangent) + Tangent*DQReal.w)*2.0 + Tangent;
#endif
}

#define DUAL_QUAT_TRANSFORM_TANGENT
#if defined(DUAL_QUAT_TRANSFORM_NORMALS)
#if defined(DUAL_QUAT_TRANSFORM_TANGENT)
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal, inout vec3 Tangent)
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal)
#endif
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position)
#endif
{
int index;
vec4 Indices = a_BonesIndices;
vec4 Weights = a_BonesWeights;
vec4 Indices_2 = Indices * 2.0;
vec4 DQReal, DQDual;

index = int(Indices_2.x);
DQReal = u_QF_DualQuats[index+0];
DQDual = u_QF_DualQuats[index+1];

if (numWeights > 1)
{
DQReal *= Weights.x;
DQDual *= Weights.x;

vec4 DQReal1, DQDual1;
float scale;

index = int(Indices_2.y);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.y;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;

if (numWeights > 2)
{
index = int(Indices_2.z);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.z;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;

if (numWeights > 3)
{
index = int(Indices_2.w);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.w;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
}
}
}

float len = length(DQReal);
DQReal /= len;
DQDual /= len;

Position.xyz = (cross(DQReal.xyz, cross(DQReal.xyz, Position.xyz) + Position.xyz*DQReal.w + DQDual.xyz) + DQDual.xyz*DQReal.w - DQReal.xyz*DQDual.w)*2.0 + Position.xyz;

#ifdef DUAL_QUAT_TRANSFORM_NORMALS
Normal = cross(DQReal.xyz, cross(DQReal.xyz, Normal) + Normal*DQReal.w)*2.0 + Normal;
#endif

#ifdef DUAL_QUAT_TRANSFORM_TANGENT
Tangent = cross(DQReal.xyz, cross(DQReal.xyz, Tangent) + Tangent*DQReal.w)*2.0 + Tangent;
#endif
}

#endif
#ifdef VERTEX_SHADER
#ifdef APPLY_INSTANCED_ATTRIB_TRASNFORMS
attribute vec4 a_InstanceQuat;
attribute vec4 a_InstancePosAndScale;
#elif defined(GL_ARB_draw_instanced)

uniform vec4 u_QF_InstancePoints[MAX_UNIFORM_INSTANCES*2];

#define a_InstanceQuat u_QF_InstancePoints[gl_InstanceID*2]
#define a_InstancePosAndScale u_QF_InstancePoints[gl_InstanceID*2+1]
#else
uniform vec4 u_QF_InstancePoints[2];
#define a_InstanceQuat u_QF_InstancePoints[0]
#define a_InstancePosAndScale u_QF_InstancePoints[1]
#endif

void QF_InstancedTransform(inout vec4 Position, inout vec3 Normal)
{
Position.xyz = (cross(a_InstanceQuat.xyz, cross(a_InstanceQuat.xyz, Position.xyz) + Position.xyz*a_InstanceQuat.w)*2.0 + Position.xyz) *
 a_InstancePosAndScale.w + a_InstancePosAndScale.xyz;
Normal = cross(a_InstanceQuat.xyz, cross(a_InstanceQuat.xyz, Normal) + Normal*a_InstanceQuat.w)*2.0 + Normal;
}

#endif
#define QF_LatLong2Norm(ll) vec3(cos((ll).y) * sin((ll).x), sin((ll).y) * sin((ll).x), cos((ll).x))


#define DRAWFLAT_NORMAL_STEP	0.5		// floor or ceiling if < abs(normal.z)
uniform mat4 u_ModelViewMatrix;
uniform mat4 u_ModelViewProjectionMatrix;

uniform float u_ShaderTime;

uniform vec3 u_ViewOrigin;
uniform mat3 u_ViewAxis;

uniform vec3 u_EntityDist;
uniform vec3 u_EntityOrigin;
uniform myhalf4 u_EntityColor;

uniform myhalf4 u_ConstColor;
uniform myhalf4 u_RGBGenFuncArgs, u_AlphaGenFuncArgs;
uniform myhalf3 u_LightstyleColor[4]; // lightstyle colors

uniform myhalf3 u_LightAmbient;
uniform myhalf3 u_LightDiffuse;
uniform vec3 u_LightDir;

uniform myhalf2 u_BlendMix;

uniform vec2 u_TextureMatrix[3];
#define TextureMatrix2x3Mul(m2x3,tc) vec2(dot((m2x3)[0],(tc)) + (m2x3)[2][0], dot((m2x3)[1],(tc)) + (m2x3)[2][1])

uniform float u_MirrorSide;

uniform float u_ZNear, u_ZFar;

uniform ivec4 u_Viewport; // x, y, width, height

uniform vec4 u_TextureParams;

uniform myhalf u_SoftParticlesScale;
struct Fog
{
	float EyeDist;
	vec4 EyePlane, Plane;
	myhalf3 Color;
	float Scale;
};

uniform Fog u_Fog;

#define FOG_TEXCOORD_STEP 1.0/256.0

#define FogDensity(coord) sqrt(clamp((coord)[0],0.0,1.0))*step(FOG_TEXCOORD_STEP,(coord)[1])

#define FOG_GEN_OUTPUT_COLOR
#if defined(FOG_GEN_OUTPUT_COLOR)
void FogGen(in vec4 Position, inout myhalf4 outColor, in myhalf2 blendMix)
#elif defined(FOG_GEN_OUTPUT_TEXCOORDS)
void FogGen(in vec4 Position, inout vec2 outTexCoord)
#endif
{
	// side = vec2(inside, outside)
	myhalf2 side = myhalf2(step(u_Fog.EyeDist, 0.0), step(0.0, u_Fog.EyeDist));
	myhalf FDist = dot(Position.xyz, u_Fog.EyePlane.xyz) - u_Fog.EyePlane.w;
	myhalf FVdist = dot(Position.xyz, u_Fog.Plane.xyz) - u_Fog.Plane.w;
	myhalf FogDistScale = FVdist / (FVdist - u_Fog.EyeDist);

#if defined(FOG_GEN_OUTPUT_COLOR)
	myhalf FogDist = FDist * dot(side, myhalf2(1.0, FogDistScale));
	myhalf FogScale = myhalf(clamp(1.0 - FogDist * u_Fog.Scale, 0.0, 1.0));
	outColor *= mix(myhalf4(1.0), myhalf4(FogScale), blendMix.xxxy);
#endif

#if defined(FOG_GEN_OUTPUT_TEXCOORDS)
	myhalf FogS = FDist * dot(side, myhalf2(1.0, step(FVdist, 0.0) * FogDistScale));
	myhalf FogT = -FVdist;
	outTexCoord = vec2(FogS * u_Fog.Scale, FogT * u_Fog.Scale + 1.5*FOG_TEXCOORD_STEP);
#endif
}


#undef FOG_GEN_OUTPUT_COLOR
#define FOG_GEN_OUTPUT_TEXCOORDS
#if defined(FOG_GEN_OUTPUT_COLOR)
void FogGen(in vec4 Position, inout myhalf4 outColor, in myhalf2 blendMix)
#elif defined(FOG_GEN_OUTPUT_TEXCOORDS)
void FogGen(in vec4 Position, inout vec2 outTexCoord)
#endif
{
	// side = vec2(inside, outside)
	myhalf2 side = myhalf2(step(u_Fog.EyeDist, 0.0), step(0.0, u_Fog.EyeDist));
	myhalf FDist = dot(Position.xyz, u_Fog.EyePlane.xyz) - u_Fog.EyePlane.w;
	myhalf FVdist = dot(Position.xyz, u_Fog.Plane.xyz) - u_Fog.Plane.w;
	myhalf FogDistScale = FVdist / (FVdist - u_Fog.EyeDist);

#if defined(FOG_GEN_OUTPUT_COLOR)
	myhalf FogDist = FDist * dot(side, myhalf2(1.0, FogDistScale));
	myhalf FogScale = myhalf(clamp(1.0 - FogDist * u_Fog.Scale, 0.0, 1.0));
	outColor *= mix(myhalf4(1.0), myhalf4(FogScale), blendMix.xxxy);
#endif

#if defined(FOG_GEN_OUTPUT_TEXCOORDS)
	myhalf FogS = FDist * dot(side, myhalf2(1.0, step(FVdist, 0.0) * FogDistScale));
	myhalf FogT = -FVdist;
	outTexCoord = vec2(FogS * u_Fog.Scale, FogT * u_Fog.Scale + 1.5*FOG_TEXCOORD_STEP);
#endif
}


qf_varying vec2 v_FogCoord;

#ifdef VERTEX_SHADER
#ifdef VERTEX_SHADER
qf_attribute vec4 a_Position;
qf_attribute vec4 a_SVector;
qf_attribute vec4 a_Normal;
qf_attribute vec4 a_Color;
qf_attribute vec2 a_TexCoord;
qf_attribute vec2 a_LightmapCoord0, a_LightmapCoord1, a_LightmapCoord2, a_LightmapCoord3;
#endif
void TransformVerts(inout vec4 Position, inout vec3 Normal, inout vec2 TexCoord)
{
#ifdef NUM_BONE_INFLUENCES
	QF_VertexDualQuatsTransform(NUM_BONE_INFLUENCES, Position, Normal);
#endif

#ifdef APPLY_DEFORMVERTS
	QF_DeformVerts(Position, Normal, TexCoord);
#endif

#ifdef APPLY_INSTANCED_TRANSFORMS
	QF_InstancedTransform(Position, Normal);
#endif
}

void TransformVerts(inout vec4 Position, inout vec3 Normal, inout vec3 Tangent, inout vec2 TexCoord)
{
#ifdef NUM_BONE_INFLUENCES
	QF_VertexDualQuatsTransform(NUM_BONE_INFLUENCES, Position, Normal, Tangent);
#endif

#ifdef APPLY_DEFORMVERTS
	QF_DeformVerts(Position, Normal, TexCoord);
#endif

#ifdef APPLY_INSTANCED_TRANSFORMS
	QF_InstancedTransform(Position, Normal);
#endif
}


void main(void)
{
	vec4 Position = a_Position;
	vec3 Normal = a_Normal.xyz;
	vec2 TexCoord = a_TexCoord;

	TransformVerts(Position, Normal, TexCoord);

	FogGen(Position, v_FogCoord);

	gl_Position = u_ModelViewProjectionMatrix * Position;
}

#endif // VERTEX_SHADER

#ifdef FRAGMENT_SHADER
// Fragment shader

void main(void)
{
	float fogDensity = FogDensity(v_FogCoord);
	qf_FragColor = vec4(u_Fog.Color, fogDensity);
}

#endif // FRAGMENT_SHADER