diff options
author | Eric Anholt <eric@anholt.net> | 2011-05-16 22:55:06 -0700 |
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committer | Eric Anholt <eric@anholt.net> | 2011-05-16 23:00:17 -0700 |
commit | c6a6631fab48817b0bad9f4a6451ee95e65afec0 (patch) | |
tree | b41836f58a9553b9d377891d9ee06cb3be00f232 /shaders | |
parent | b670b7643c91833bce0486ec1b9ac8bb67affee5 (diff) |
shaders/warsow: First import of data from warsow.
Diffstat (limited to 'shaders')
56 files changed, 13254 insertions, 0 deletions
diff --git a/shaders/warsow/1.frag b/shaders/warsow/1.frag new file mode 100644 index 0000000..dce1c71 --- /dev/null +++ b/shaders/warsow/1.frag @@ -0,0 +1,342 @@ +#define FRAGMENT_SHADER +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/1.vert b/shaders/warsow/1.vert new file mode 100644 index 0000000..7cbe02c --- /dev/null +++ b/shaders/warsow/1.vert @@ -0,0 +1,342 @@ +#define VERTEX_SHADER +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/10.frag b/shaders/warsow/10.frag new file mode 100644 index 0000000..dce1c71 --- /dev/null +++ b/shaders/warsow/10.frag @@ -0,0 +1,342 @@ +#define FRAGMENT_SHADER +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/10.vert b/shaders/warsow/10.vert new file mode 100644 index 0000000..7cbe02c --- /dev/null +++ b/shaders/warsow/10.vert @@ -0,0 +1,342 @@ +#define VERTEX_SHADER +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/11.frag b/shaders/warsow/11.frag new file mode 100644 index 0000000..4b7ece2 --- /dev/null +++ b/shaders/warsow/11.frag @@ -0,0 +1,344 @@ +#define FRAGMENT_SHADER +#define APPLY_LIGHTSTYLE0 +#define APPLY_FBLIGHTMAP +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/11.vert b/shaders/warsow/11.vert new file mode 100644 index 0000000..d34482c --- /dev/null +++ b/shaders/warsow/11.vert @@ -0,0 +1,344 @@ +#define VERTEX_SHADER +#define APPLY_LIGHTSTYLE0 +#define APPLY_FBLIGHTMAP +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/12.frag b/shaders/warsow/12.frag new file mode 100644 index 0000000..00a170c --- /dev/null +++ b/shaders/warsow/12.frag @@ -0,0 +1,345 @@ +#define FRAGMENT_SHADER +#define APPLY_LIGHTSTYLE0 +#define APPLY_FBLIGHTMAP +#define APPLY_SPECULAR +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/12.vert b/shaders/warsow/12.vert new file mode 100644 index 0000000..2ddc43a --- /dev/null +++ b/shaders/warsow/12.vert @@ -0,0 +1,345 @@ +#define VERTEX_SHADER +#define APPLY_LIGHTSTYLE0 +#define APPLY_FBLIGHTMAP +#define APPLY_SPECULAR +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/13.frag b/shaders/warsow/13.frag new file mode 100644 index 0000000..f106fbe --- /dev/null +++ b/shaders/warsow/13.frag @@ -0,0 +1,346 @@ +#define FRAGMENT_SHADER +#define APPLY_LIGHTSTYLE0 +#define APPLY_FBLIGHTMAP +#define APPLY_SPECULAR +#define APPLY_AMBIENT_COMPENSATION +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/13.vert b/shaders/warsow/13.vert new file mode 100644 index 0000000..4fe15fd --- /dev/null +++ b/shaders/warsow/13.vert @@ -0,0 +1,346 @@ +#define VERTEX_SHADER +#define APPLY_LIGHTSTYLE0 +#define APPLY_FBLIGHTMAP +#define APPLY_SPECULAR +#define APPLY_AMBIENT_COMPENSATION +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/14.frag b/shaders/warsow/14.frag new file mode 100644 index 0000000..4292f6c --- /dev/null +++ b/shaders/warsow/14.frag @@ -0,0 +1,344 @@ +#define FRAGMENT_SHADER +#define APPLY_DIRECTIONAL_LIGHT +#define APPLY_CELLSHADING +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/14.vert b/shaders/warsow/14.vert new file mode 100644 index 0000000..78f8084 --- /dev/null +++ b/shaders/warsow/14.vert @@ -0,0 +1,344 @@ +#define VERTEX_SHADER +#define APPLY_DIRECTIONAL_LIGHT +#define APPLY_CELLSHADING +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/15.frag b/shaders/warsow/15.frag new file mode 100644 index 0000000..af536af --- /dev/null +++ b/shaders/warsow/15.frag @@ -0,0 +1,151 @@ +#define FRAGMENT_SHADER +// Warsow GLSL shader + +#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 + +varying vec4 TexCoord; +varying vec4 ProjVector; +#ifdef APPLY_EYEDOT +varying vec3 EyeVector; +#endif + +#ifdef VERTEX_SHADER +// Vertex shader + +#ifdef APPLY_EYEDOT +uniform vec3 EyeOrigin; +uniform float FrontPlane; +#endif + +void main(void) +{ +gl_FrontColor = gl_Color; + +mat4 textureMatrix; + +textureMatrix = gl_TextureMatrix[0]; +TexCoord.st = vec2 (textureMatrix * gl_MultiTexCoord0); + +textureMatrix = gl_TextureMatrix[0]; +textureMatrix[0] = -textureMatrix[0]; +textureMatrix[1] = -textureMatrix[1]; +TexCoord.pq = vec2 (textureMatrix * gl_MultiTexCoord0); + +#ifdef APPLY_EYEDOT +mat3 strMatrix; +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +vec3 EyeVectorWorld = (EyeOrigin - gl_Vertex.xyz) * FrontPlane; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +gl_Position = ftransform(); +ProjVector = gl_Position; +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_DUDV +uniform sampler2D DuDvMapTexture; +#endif + +#ifdef APPLY_EYEDOT +uniform sampler2D NormalmapTexture; +#endif +uniform sampler2D ReflectionTexture; +uniform sampler2D RefractionTexture; +uniform float TextureWidth, TextureHeight; + +void main(void) +{ +myhalf3 color; + +#ifdef APPLY_DUDV +vec3 displacement = vec3(texture2D(DuDvMapTexture, vec2(TexCoord.pq) * vec2(0.25))); +vec2 coord = vec2(TexCoord.st) + vec2(displacement) * vec2 (0.2); + +vec3 fdist = vec3 (normalize(vec3(texture2D(DuDvMapTexture, coord)) - vec3 (0.5))) * vec3(0.005); +#else +vec3 fdist = vec3(0.0); +#endif + +// get projective texcoords +float scale = float(1.0 / float(ProjVector.w)); +float inv2NW = 1.0 / (2.0 * float (TextureWidth)); +float inv2NH = 1.0 / (2.0 * float (TextureHeight)); +vec2 projCoord = (vec2(ProjVector.xy) * scale + vec2 (1.0)) * vec2 (0.5) + vec2(fdist.xy); +projCoord.s = float (clamp (float(projCoord.s), inv2NW, 1.0 - inv2NW)); +projCoord.t = float (clamp (float(projCoord.t), inv2NH, 1.0 - inv2NH)); + + +myhalf3 refr = myhalf3(0.0); +myhalf3 refl = myhalf3(0.0); + +#ifdef APPLY_EYEDOT +// calculate dot product between the surface normal and eye vector +// great for simulating varying water translucency based on the view angle +myhalf3 surfaceNormal = normalize(myhalf3(texture2D(NormalmapTexture, coord)) - myhalf3 (0.5)); +vec3 eyeNormal = normalize(myhalf3(EyeVector)); + +float refrdot = float(dot(surfaceNormal, eyeNormal)); +//refrdot = float (clamp (refrdot, 0.0, 1.0)); +float refldot = 1.0 - refrdot; +// get refraction and reflection + +#ifdef APPLY_REFRACTION +refr = (myhalf3(texture2D(RefractionTexture, projCoord))) * refrdot; +#endif +#ifdef APPLY_REFLECTION +refl = (myhalf3(texture2D(ReflectionTexture, projCoord))) * refldot; +#endif + +#else + +#ifdef APPLY_REFRACTION +refr = (myhalf3(texture2D(RefractionTexture, projCoord))); +#endif +#ifdef APPLY_REFLECTION +refl = (myhalf3(texture2D(ReflectionTexture, projCoord))); +#endif + +#endif + +// add reflection and refraction +#ifdef APPLY_DISTORTION_ALPHA +color = myhalf3(gl_Color.rgb) + myhalf3(mix (refr, refl, float(gl_Color.a))); +#else +color = myhalf3(gl_Color.rgb) + refr + refl; +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),1.0); +#else +gl_FragColor = vec4(vec3(color),1.0); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/15.vert b/shaders/warsow/15.vert new file mode 100644 index 0000000..6ee1e1e --- /dev/null +++ b/shaders/warsow/15.vert @@ -0,0 +1,151 @@ +#define VERTEX_SHADER +// Warsow GLSL shader + +#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 + +varying vec4 TexCoord; +varying vec4 ProjVector; +#ifdef APPLY_EYEDOT +varying vec3 EyeVector; +#endif + +#ifdef VERTEX_SHADER +// Vertex shader + +#ifdef APPLY_EYEDOT +uniform vec3 EyeOrigin; +uniform float FrontPlane; +#endif + +void main(void) +{ +gl_FrontColor = gl_Color; + +mat4 textureMatrix; + +textureMatrix = gl_TextureMatrix[0]; +TexCoord.st = vec2 (textureMatrix * gl_MultiTexCoord0); + +textureMatrix = gl_TextureMatrix[0]; +textureMatrix[0] = -textureMatrix[0]; +textureMatrix[1] = -textureMatrix[1]; +TexCoord.pq = vec2 (textureMatrix * gl_MultiTexCoord0); + +#ifdef APPLY_EYEDOT +mat3 strMatrix; +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +vec3 EyeVectorWorld = (EyeOrigin - gl_Vertex.xyz) * FrontPlane; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +gl_Position = ftransform(); +ProjVector = gl_Position; +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_DUDV +uniform sampler2D DuDvMapTexture; +#endif + +#ifdef APPLY_EYEDOT +uniform sampler2D NormalmapTexture; +#endif +uniform sampler2D ReflectionTexture; +uniform sampler2D RefractionTexture; +uniform float TextureWidth, TextureHeight; + +void main(void) +{ +myhalf3 color; + +#ifdef APPLY_DUDV +vec3 displacement = vec3(texture2D(DuDvMapTexture, vec2(TexCoord.pq) * vec2(0.25))); +vec2 coord = vec2(TexCoord.st) + vec2(displacement) * vec2 (0.2); + +vec3 fdist = vec3 (normalize(vec3(texture2D(DuDvMapTexture, coord)) - vec3 (0.5))) * vec3(0.005); +#else +vec3 fdist = vec3(0.0); +#endif + +// get projective texcoords +float scale = float(1.0 / float(ProjVector.w)); +float inv2NW = 1.0 / (2.0 * float (TextureWidth)); +float inv2NH = 1.0 / (2.0 * float (TextureHeight)); +vec2 projCoord = (vec2(ProjVector.xy) * scale + vec2 (1.0)) * vec2 (0.5) + vec2(fdist.xy); +projCoord.s = float (clamp (float(projCoord.s), inv2NW, 1.0 - inv2NW)); +projCoord.t = float (clamp (float(projCoord.t), inv2NH, 1.0 - inv2NH)); + + +myhalf3 refr = myhalf3(0.0); +myhalf3 refl = myhalf3(0.0); + +#ifdef APPLY_EYEDOT +// calculate dot product between the surface normal and eye vector +// great for simulating varying water translucency based on the view angle +myhalf3 surfaceNormal = normalize(myhalf3(texture2D(NormalmapTexture, coord)) - myhalf3 (0.5)); +vec3 eyeNormal = normalize(myhalf3(EyeVector)); + +float refrdot = float(dot(surfaceNormal, eyeNormal)); +//refrdot = float (clamp (refrdot, 0.0, 1.0)); +float refldot = 1.0 - refrdot; +// get refraction and reflection + +#ifdef APPLY_REFRACTION +refr = (myhalf3(texture2D(RefractionTexture, projCoord))) * refrdot; +#endif +#ifdef APPLY_REFLECTION +refl = (myhalf3(texture2D(ReflectionTexture, projCoord))) * refldot; +#endif + +#else + +#ifdef APPLY_REFRACTION +refr = (myhalf3(texture2D(RefractionTexture, projCoord))); +#endif +#ifdef APPLY_REFLECTION +refl = (myhalf3(texture2D(ReflectionTexture, projCoord))); +#endif + +#endif + +// add reflection and refraction +#ifdef APPLY_DISTORTION_ALPHA +color = myhalf3(gl_Color.rgb) + myhalf3(mix (refr, refl, float(gl_Color.a))); +#else +color = myhalf3(gl_Color.rgb) + refr + refl; +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),1.0); +#else +gl_FragColor = vec4(vec3(color),1.0); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/16.frag b/shaders/warsow/16.frag new file mode 100644 index 0000000..d917740 --- /dev/null +++ b/shaders/warsow/16.frag @@ -0,0 +1,110 @@ +#define FRAGMENT_SHADER +// Warsow GLSL shader + +#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 + +varying vec4 ProjVector; + +#ifdef VERTEX_SHADER +// Vertex shader + +void main(void) +{ +gl_FrontColor = gl_Color; + + +mat4 textureMatrix; + +textureMatrix = gl_TextureMatrix[0]; + +gl_Position = ftransform(); +ProjVector = textureMatrix * gl_Vertex; +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +uniform myhalf3 LightAmbient; + +uniform float TextureWidth, TextureHeight; +uniform float ProjDistance; +uniform sampler2DShadow ShadowmapTexture; + +void main(void) +{ +myhalf color = myhalf(1.0); + +if (ProjVector.w <= 0.0 || ProjVector.w >= ProjDistance) +discard; + +float dtW = 1.0 / TextureWidth; +float dtH = 1.0 / TextureHeight; + +vec3 coord = vec3 (ProjVector.xyz / ProjVector.w); +coord = (coord + vec3 (1.0)) * vec3 (0.5); +coord.s = float (clamp (float(coord.s), dtW, 1.0 - dtW)); +coord.t = float (clamp (float(coord.t), dtH, 1.0 - dtH)); +coord.r = float (clamp (float(coord.r), 0.0, 1.0)); + +myhalf shadow0 = myhalf(shadow2D(ShadowmapTexture, coord).r); +myhalf shadow = shadow0; + +#if defined(APPLY_PCF2x2) || defined(APPLY_PCF3x3) + +vec3 coord2 = coord + vec3(0.0, dtH, 0.0); +myhalf shadow1 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(dtW, dtH, 0.0); +myhalf shadow2 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(dtW, 0.0, 0.0); +myhalf shadow3 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +#if defined(APPLY_PCF3x3) +coord2 = coord + vec3(-dtW, 0.0, 0.0); +myhalf shadow4 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(-dtW, -dtH, 0.0); +myhalf shadow5 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(0.0, -dtH, 0.0); +myhalf shadow6 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(dtW, -dtH, 0.0); +myhalf shadow7 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(-dtW, dtH, 0.0); +myhalf shadow8 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +shadow = (shadow0 + shadow1 + shadow2 + shadow3 + shadow4 + shadow5 + shadow6 + shadow7 + shadow8) * myhalf(0.11); +#else +shadow = (shadow0 + shadow1 + shadow2 + shadow3) * myhalf(0.25); +#endif +#else +shadow = shadow0; +#endif + +float attenuation = float (ProjVector.w) / ProjDistance; +myhalf compensation = myhalf(0.25) - max(LightAmbient.x, max(LightAmbient.y, LightAmbient.z)) +;compensation = max (compensation, 0.0); +color = shadow + attenuation + compensation; + +gl_FragColor = vec4(vec3(color),1.0); +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/16.vert b/shaders/warsow/16.vert new file mode 100644 index 0000000..f5a1571 --- /dev/null +++ b/shaders/warsow/16.vert @@ -0,0 +1,110 @@ +#define VERTEX_SHADER +// Warsow GLSL shader + +#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 + +varying vec4 ProjVector; + +#ifdef VERTEX_SHADER +// Vertex shader + +void main(void) +{ +gl_FrontColor = gl_Color; + + +mat4 textureMatrix; + +textureMatrix = gl_TextureMatrix[0]; + +gl_Position = ftransform(); +ProjVector = textureMatrix * gl_Vertex; +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +uniform myhalf3 LightAmbient; + +uniform float TextureWidth, TextureHeight; +uniform float ProjDistance; +uniform sampler2DShadow ShadowmapTexture; + +void main(void) +{ +myhalf color = myhalf(1.0); + +if (ProjVector.w <= 0.0 || ProjVector.w >= ProjDistance) +discard; + +float dtW = 1.0 / TextureWidth; +float dtH = 1.0 / TextureHeight; + +vec3 coord = vec3 (ProjVector.xyz / ProjVector.w); +coord = (coord + vec3 (1.0)) * vec3 (0.5); +coord.s = float (clamp (float(coord.s), dtW, 1.0 - dtW)); +coord.t = float (clamp (float(coord.t), dtH, 1.0 - dtH)); +coord.r = float (clamp (float(coord.r), 0.0, 1.0)); + +myhalf shadow0 = myhalf(shadow2D(ShadowmapTexture, coord).r); +myhalf shadow = shadow0; + +#if defined(APPLY_PCF2x2) || defined(APPLY_PCF3x3) + +vec3 coord2 = coord + vec3(0.0, dtH, 0.0); +myhalf shadow1 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(dtW, dtH, 0.0); +myhalf shadow2 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(dtW, 0.0, 0.0); +myhalf shadow3 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +#if defined(APPLY_PCF3x3) +coord2 = coord + vec3(-dtW, 0.0, 0.0); +myhalf shadow4 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(-dtW, -dtH, 0.0); +myhalf shadow5 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(0.0, -dtH, 0.0); +myhalf shadow6 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(dtW, -dtH, 0.0); +myhalf shadow7 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(-dtW, dtH, 0.0); +myhalf shadow8 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +shadow = (shadow0 + shadow1 + shadow2 + shadow3 + shadow4 + shadow5 + shadow6 + shadow7 + shadow8) * myhalf(0.11); +#else +shadow = (shadow0 + shadow1 + shadow2 + shadow3) * myhalf(0.25); +#endif +#else +shadow = shadow0; +#endif + +float attenuation = float (ProjVector.w) / ProjDistance; +myhalf compensation = myhalf(0.25) - max(LightAmbient.x, max(LightAmbient.y, LightAmbient.z)) +;compensation = max (compensation, 0.0); +color = shadow + attenuation + compensation; + +gl_FragColor = vec4(vec3(color),1.0); +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/17.frag b/shaders/warsow/17.frag new file mode 100644 index 0000000..0e60fc6 --- /dev/null +++ b/shaders/warsow/17.frag @@ -0,0 +1,49 @@ +#define FRAGMENT_SHADER +// Warsow GLSL shader + + +varying vec4 ProjVector; + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform float OutlineHeight; + +void main(void) +{ +gl_FrontColor = gl_Color; + +vec4 n = vec4(gl_Normal.xyz, 0.0); +vec4 v = vec4(gl_Vertex) + n * OutlineHeight; + +gl_Position = gl_ModelViewProjectionMatrix * v; +ProjVector = gl_Position; +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * v; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +uniform float OutlineCutOff; + +void main(void) +{ + +#ifdef APPLY_OUTLINES_CUTOFF +if (OutlineCutOff > 0.0 && (ProjVector.w > OutlineCutOff)) +discard; +#endif + +gl_FragColor = vec4 (gl_Color); +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/17.vert b/shaders/warsow/17.vert new file mode 100644 index 0000000..368238c --- /dev/null +++ b/shaders/warsow/17.vert @@ -0,0 +1,49 @@ +#define VERTEX_SHADER +// Warsow GLSL shader + + +varying vec4 ProjVector; + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform float OutlineHeight; + +void main(void) +{ +gl_FrontColor = gl_Color; + +vec4 n = vec4(gl_Normal.xyz, 0.0); +vec4 v = vec4(gl_Vertex) + n * OutlineHeight; + +gl_Position = gl_ModelViewProjectionMatrix * v; +ProjVector = gl_Position; +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * v; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +uniform float OutlineCutOff; + +void main(void) +{ + +#ifdef APPLY_OUTLINES_CUTOFF +if (OutlineCutOff > 0.0 && (ProjVector.w > OutlineCutOff)) +discard; +#endif + +gl_FragColor = vec4 (gl_Color); +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/18.frag b/shaders/warsow/18.frag new file mode 100644 index 0000000..f9d9ae2 --- /dev/null +++ b/shaders/warsow/18.frag @@ -0,0 +1,63 @@ +#define FRAGMENT_SHADER +// Warsow GLSL shader + +#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 + +#define M_TWOPI 6.28318530717958647692 + +varying vec2 TexCoord; + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform float TurbAmplitude, TurbPhase; + +void main(void) +{ +gl_FrontColor = gl_Color; + +vec4 turb; +turb = vec4(gl_MultiTexCoord0); +turb.s += TurbAmplitude * sin( ((gl_MultiTexCoord0.t / 4.0 + TurbPhase)) * M_TWOPI ); +turb.t += TurbAmplitude * sin( ((gl_MultiTexCoord0.s / 4.0 + TurbPhase)) * M_TWOPI ); +TexCoord = vec2(gl_TextureMatrix[0] * turb); + +gl_Position = ftransform(); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +uniform sampler2D BaseTexture; + +void main(void) +{ + +myhalf4 color; + +color = myhalf4(gl_Color) * myhalf4(texture2D(BaseTexture, TexCoord)); + +gl_FragColor = vec4(color); +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/18.vert b/shaders/warsow/18.vert new file mode 100644 index 0000000..27e76e5 --- /dev/null +++ b/shaders/warsow/18.vert @@ -0,0 +1,63 @@ +#define VERTEX_SHADER +// Warsow GLSL shader + +#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 + +#define M_TWOPI 6.28318530717958647692 + +varying vec2 TexCoord; + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform float TurbAmplitude, TurbPhase; + +void main(void) +{ +gl_FrontColor = gl_Color; + +vec4 turb; +turb = vec4(gl_MultiTexCoord0); +turb.s += TurbAmplitude * sin( ((gl_MultiTexCoord0.t / 4.0 + TurbPhase)) * M_TWOPI ); +turb.t += TurbAmplitude * sin( ((gl_MultiTexCoord0.s / 4.0 + TurbPhase)) * M_TWOPI ); +TexCoord = vec2(gl_TextureMatrix[0] * turb); + +gl_Position = ftransform(); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +uniform sampler2D BaseTexture; + +void main(void) +{ + +myhalf4 color; + +color = myhalf4(gl_Color) * myhalf4(texture2D(BaseTexture, TexCoord)); + +gl_FragColor = vec4(color); +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/19.frag b/shaders/warsow/19.frag new file mode 100644 index 0000000..28fd36b --- /dev/null +++ b/shaders/warsow/19.frag @@ -0,0 +1,345 @@ +#define FRAGMENT_SHADER +#define APPLY_LIGHTSTYLE0 +#define APPLY_FBLIGHTMAP +#define APPLY_AMBIENT_COMPENSATION +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/19.vert b/shaders/warsow/19.vert new file mode 100644 index 0000000..2303a5d --- /dev/null +++ b/shaders/warsow/19.vert @@ -0,0 +1,345 @@ +#define VERTEX_SHADER +#define APPLY_LIGHTSTYLE0 +#define APPLY_FBLIGHTMAP +#define APPLY_AMBIENT_COMPENSATION +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/2.frag b/shaders/warsow/2.frag new file mode 100644 index 0000000..4b7ece2 --- /dev/null +++ b/shaders/warsow/2.frag @@ -0,0 +1,344 @@ +#define FRAGMENT_SHADER +#define APPLY_LIGHTSTYLE0 +#define APPLY_FBLIGHTMAP +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/2.vert b/shaders/warsow/2.vert new file mode 100644 index 0000000..d34482c --- /dev/null +++ b/shaders/warsow/2.vert @@ -0,0 +1,344 @@ +#define VERTEX_SHADER +#define APPLY_LIGHTSTYLE0 +#define APPLY_FBLIGHTMAP +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/20.frag b/shaders/warsow/20.frag new file mode 100644 index 0000000..dce1c71 --- /dev/null +++ b/shaders/warsow/20.frag @@ -0,0 +1,342 @@ +#define FRAGMENT_SHADER +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/20.vert b/shaders/warsow/20.vert new file mode 100644 index 0000000..7cbe02c --- /dev/null +++ b/shaders/warsow/20.vert @@ -0,0 +1,342 @@ +#define VERTEX_SHADER +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/21.frag b/shaders/warsow/21.frag new file mode 100644 index 0000000..4b7ece2 --- /dev/null +++ b/shaders/warsow/21.frag @@ -0,0 +1,344 @@ +#define FRAGMENT_SHADER +#define APPLY_LIGHTSTYLE0 +#define APPLY_FBLIGHTMAP +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/21.vert b/shaders/warsow/21.vert new file mode 100644 index 0000000..d34482c --- /dev/null +++ b/shaders/warsow/21.vert @@ -0,0 +1,344 @@ +#define VERTEX_SHADER +#define APPLY_LIGHTSTYLE0 +#define APPLY_FBLIGHTMAP +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/22.frag b/shaders/warsow/22.frag new file mode 100644 index 0000000..00a170c --- /dev/null +++ b/shaders/warsow/22.frag @@ -0,0 +1,345 @@ +#define FRAGMENT_SHADER +#define APPLY_LIGHTSTYLE0 +#define APPLY_FBLIGHTMAP +#define APPLY_SPECULAR +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/22.vert b/shaders/warsow/22.vert new file mode 100644 index 0000000..2ddc43a --- /dev/null +++ b/shaders/warsow/22.vert @@ -0,0 +1,345 @@ +#define VERTEX_SHADER +#define APPLY_LIGHTSTYLE0 +#define APPLY_FBLIGHTMAP +#define APPLY_SPECULAR +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/23.frag b/shaders/warsow/23.frag new file mode 100644 index 0000000..f106fbe --- /dev/null +++ b/shaders/warsow/23.frag @@ -0,0 +1,346 @@ +#define FRAGMENT_SHADER +#define APPLY_LIGHTSTYLE0 +#define APPLY_FBLIGHTMAP +#define APPLY_SPECULAR +#define APPLY_AMBIENT_COMPENSATION +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/23.vert b/shaders/warsow/23.vert new file mode 100644 index 0000000..4fe15fd --- /dev/null +++ b/shaders/warsow/23.vert @@ -0,0 +1,346 @@ +#define VERTEX_SHADER +#define APPLY_LIGHTSTYLE0 +#define APPLY_FBLIGHTMAP +#define APPLY_SPECULAR +#define APPLY_AMBIENT_COMPENSATION +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/24.frag b/shaders/warsow/24.frag new file mode 100644 index 0000000..4292f6c --- /dev/null +++ b/shaders/warsow/24.frag @@ -0,0 +1,344 @@ +#define FRAGMENT_SHADER +#define APPLY_DIRECTIONAL_LIGHT +#define APPLY_CELLSHADING +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/24.vert b/shaders/warsow/24.vert new file mode 100644 index 0000000..78f8084 --- /dev/null +++ b/shaders/warsow/24.vert @@ -0,0 +1,344 @@ +#define VERTEX_SHADER +#define APPLY_DIRECTIONAL_LIGHT +#define APPLY_CELLSHADING +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/25.frag b/shaders/warsow/25.frag new file mode 100644 index 0000000..af536af --- /dev/null +++ b/shaders/warsow/25.frag @@ -0,0 +1,151 @@ +#define FRAGMENT_SHADER +// Warsow GLSL shader + +#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 + +varying vec4 TexCoord; +varying vec4 ProjVector; +#ifdef APPLY_EYEDOT +varying vec3 EyeVector; +#endif + +#ifdef VERTEX_SHADER +// Vertex shader + +#ifdef APPLY_EYEDOT +uniform vec3 EyeOrigin; +uniform float FrontPlane; +#endif + +void main(void) +{ +gl_FrontColor = gl_Color; + +mat4 textureMatrix; + +textureMatrix = gl_TextureMatrix[0]; +TexCoord.st = vec2 (textureMatrix * gl_MultiTexCoord0); + +textureMatrix = gl_TextureMatrix[0]; +textureMatrix[0] = -textureMatrix[0]; +textureMatrix[1] = -textureMatrix[1]; +TexCoord.pq = vec2 (textureMatrix * gl_MultiTexCoord0); + +#ifdef APPLY_EYEDOT +mat3 strMatrix; +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +vec3 EyeVectorWorld = (EyeOrigin - gl_Vertex.xyz) * FrontPlane; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +gl_Position = ftransform(); +ProjVector = gl_Position; +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_DUDV +uniform sampler2D DuDvMapTexture; +#endif + +#ifdef APPLY_EYEDOT +uniform sampler2D NormalmapTexture; +#endif +uniform sampler2D ReflectionTexture; +uniform sampler2D RefractionTexture; +uniform float TextureWidth, TextureHeight; + +void main(void) +{ +myhalf3 color; + +#ifdef APPLY_DUDV +vec3 displacement = vec3(texture2D(DuDvMapTexture, vec2(TexCoord.pq) * vec2(0.25))); +vec2 coord = vec2(TexCoord.st) + vec2(displacement) * vec2 (0.2); + +vec3 fdist = vec3 (normalize(vec3(texture2D(DuDvMapTexture, coord)) - vec3 (0.5))) * vec3(0.005); +#else +vec3 fdist = vec3(0.0); +#endif + +// get projective texcoords +float scale = float(1.0 / float(ProjVector.w)); +float inv2NW = 1.0 / (2.0 * float (TextureWidth)); +float inv2NH = 1.0 / (2.0 * float (TextureHeight)); +vec2 projCoord = (vec2(ProjVector.xy) * scale + vec2 (1.0)) * vec2 (0.5) + vec2(fdist.xy); +projCoord.s = float (clamp (float(projCoord.s), inv2NW, 1.0 - inv2NW)); +projCoord.t = float (clamp (float(projCoord.t), inv2NH, 1.0 - inv2NH)); + + +myhalf3 refr = myhalf3(0.0); +myhalf3 refl = myhalf3(0.0); + +#ifdef APPLY_EYEDOT +// calculate dot product between the surface normal and eye vector +// great for simulating varying water translucency based on the view angle +myhalf3 surfaceNormal = normalize(myhalf3(texture2D(NormalmapTexture, coord)) - myhalf3 (0.5)); +vec3 eyeNormal = normalize(myhalf3(EyeVector)); + +float refrdot = float(dot(surfaceNormal, eyeNormal)); +//refrdot = float (clamp (refrdot, 0.0, 1.0)); +float refldot = 1.0 - refrdot; +// get refraction and reflection + +#ifdef APPLY_REFRACTION +refr = (myhalf3(texture2D(RefractionTexture, projCoord))) * refrdot; +#endif +#ifdef APPLY_REFLECTION +refl = (myhalf3(texture2D(ReflectionTexture, projCoord))) * refldot; +#endif + +#else + +#ifdef APPLY_REFRACTION +refr = (myhalf3(texture2D(RefractionTexture, projCoord))); +#endif +#ifdef APPLY_REFLECTION +refl = (myhalf3(texture2D(ReflectionTexture, projCoord))); +#endif + +#endif + +// add reflection and refraction +#ifdef APPLY_DISTORTION_ALPHA +color = myhalf3(gl_Color.rgb) + myhalf3(mix (refr, refl, float(gl_Color.a))); +#else +color = myhalf3(gl_Color.rgb) + refr + refl; +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),1.0); +#else +gl_FragColor = vec4(vec3(color),1.0); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/25.vert b/shaders/warsow/25.vert new file mode 100644 index 0000000..6ee1e1e --- /dev/null +++ b/shaders/warsow/25.vert @@ -0,0 +1,151 @@ +#define VERTEX_SHADER +// Warsow GLSL shader + +#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 + +varying vec4 TexCoord; +varying vec4 ProjVector; +#ifdef APPLY_EYEDOT +varying vec3 EyeVector; +#endif + +#ifdef VERTEX_SHADER +// Vertex shader + +#ifdef APPLY_EYEDOT +uniform vec3 EyeOrigin; +uniform float FrontPlane; +#endif + +void main(void) +{ +gl_FrontColor = gl_Color; + +mat4 textureMatrix; + +textureMatrix = gl_TextureMatrix[0]; +TexCoord.st = vec2 (textureMatrix * gl_MultiTexCoord0); + +textureMatrix = gl_TextureMatrix[0]; +textureMatrix[0] = -textureMatrix[0]; +textureMatrix[1] = -textureMatrix[1]; +TexCoord.pq = vec2 (textureMatrix * gl_MultiTexCoord0); + +#ifdef APPLY_EYEDOT +mat3 strMatrix; +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +vec3 EyeVectorWorld = (EyeOrigin - gl_Vertex.xyz) * FrontPlane; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +gl_Position = ftransform(); +ProjVector = gl_Position; +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_DUDV +uniform sampler2D DuDvMapTexture; +#endif + +#ifdef APPLY_EYEDOT +uniform sampler2D NormalmapTexture; +#endif +uniform sampler2D ReflectionTexture; +uniform sampler2D RefractionTexture; +uniform float TextureWidth, TextureHeight; + +void main(void) +{ +myhalf3 color; + +#ifdef APPLY_DUDV +vec3 displacement = vec3(texture2D(DuDvMapTexture, vec2(TexCoord.pq) * vec2(0.25))); +vec2 coord = vec2(TexCoord.st) + vec2(displacement) * vec2 (0.2); + +vec3 fdist = vec3 (normalize(vec3(texture2D(DuDvMapTexture, coord)) - vec3 (0.5))) * vec3(0.005); +#else +vec3 fdist = vec3(0.0); +#endif + +// get projective texcoords +float scale = float(1.0 / float(ProjVector.w)); +float inv2NW = 1.0 / (2.0 * float (TextureWidth)); +float inv2NH = 1.0 / (2.0 * float (TextureHeight)); +vec2 projCoord = (vec2(ProjVector.xy) * scale + vec2 (1.0)) * vec2 (0.5) + vec2(fdist.xy); +projCoord.s = float (clamp (float(projCoord.s), inv2NW, 1.0 - inv2NW)); +projCoord.t = float (clamp (float(projCoord.t), inv2NH, 1.0 - inv2NH)); + + +myhalf3 refr = myhalf3(0.0); +myhalf3 refl = myhalf3(0.0); + +#ifdef APPLY_EYEDOT +// calculate dot product between the surface normal and eye vector +// great for simulating varying water translucency based on the view angle +myhalf3 surfaceNormal = normalize(myhalf3(texture2D(NormalmapTexture, coord)) - myhalf3 (0.5)); +vec3 eyeNormal = normalize(myhalf3(EyeVector)); + +float refrdot = float(dot(surfaceNormal, eyeNormal)); +//refrdot = float (clamp (refrdot, 0.0, 1.0)); +float refldot = 1.0 - refrdot; +// get refraction and reflection + +#ifdef APPLY_REFRACTION +refr = (myhalf3(texture2D(RefractionTexture, projCoord))) * refrdot; +#endif +#ifdef APPLY_REFLECTION +refl = (myhalf3(texture2D(ReflectionTexture, projCoord))) * refldot; +#endif + +#else + +#ifdef APPLY_REFRACTION +refr = (myhalf3(texture2D(RefractionTexture, projCoord))); +#endif +#ifdef APPLY_REFLECTION +refl = (myhalf3(texture2D(ReflectionTexture, projCoord))); +#endif + +#endif + +// add reflection and refraction +#ifdef APPLY_DISTORTION_ALPHA +color = myhalf3(gl_Color.rgb) + myhalf3(mix (refr, refl, float(gl_Color.a))); +#else +color = myhalf3(gl_Color.rgb) + refr + refl; +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),1.0); +#else +gl_FragColor = vec4(vec3(color),1.0); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/26.frag b/shaders/warsow/26.frag new file mode 100644 index 0000000..d917740 --- /dev/null +++ b/shaders/warsow/26.frag @@ -0,0 +1,110 @@ +#define FRAGMENT_SHADER +// Warsow GLSL shader + +#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 + +varying vec4 ProjVector; + +#ifdef VERTEX_SHADER +// Vertex shader + +void main(void) +{ +gl_FrontColor = gl_Color; + + +mat4 textureMatrix; + +textureMatrix = gl_TextureMatrix[0]; + +gl_Position = ftransform(); +ProjVector = textureMatrix * gl_Vertex; +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +uniform myhalf3 LightAmbient; + +uniform float TextureWidth, TextureHeight; +uniform float ProjDistance; +uniform sampler2DShadow ShadowmapTexture; + +void main(void) +{ +myhalf color = myhalf(1.0); + +if (ProjVector.w <= 0.0 || ProjVector.w >= ProjDistance) +discard; + +float dtW = 1.0 / TextureWidth; +float dtH = 1.0 / TextureHeight; + +vec3 coord = vec3 (ProjVector.xyz / ProjVector.w); +coord = (coord + vec3 (1.0)) * vec3 (0.5); +coord.s = float (clamp (float(coord.s), dtW, 1.0 - dtW)); +coord.t = float (clamp (float(coord.t), dtH, 1.0 - dtH)); +coord.r = float (clamp (float(coord.r), 0.0, 1.0)); + +myhalf shadow0 = myhalf(shadow2D(ShadowmapTexture, coord).r); +myhalf shadow = shadow0; + +#if defined(APPLY_PCF2x2) || defined(APPLY_PCF3x3) + +vec3 coord2 = coord + vec3(0.0, dtH, 0.0); +myhalf shadow1 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(dtW, dtH, 0.0); +myhalf shadow2 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(dtW, 0.0, 0.0); +myhalf shadow3 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +#if defined(APPLY_PCF3x3) +coord2 = coord + vec3(-dtW, 0.0, 0.0); +myhalf shadow4 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(-dtW, -dtH, 0.0); +myhalf shadow5 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(0.0, -dtH, 0.0); +myhalf shadow6 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(dtW, -dtH, 0.0); +myhalf shadow7 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(-dtW, dtH, 0.0); +myhalf shadow8 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +shadow = (shadow0 + shadow1 + shadow2 + shadow3 + shadow4 + shadow5 + shadow6 + shadow7 + shadow8) * myhalf(0.11); +#else +shadow = (shadow0 + shadow1 + shadow2 + shadow3) * myhalf(0.25); +#endif +#else +shadow = shadow0; +#endif + +float attenuation = float (ProjVector.w) / ProjDistance; +myhalf compensation = myhalf(0.25) - max(LightAmbient.x, max(LightAmbient.y, LightAmbient.z)) +;compensation = max (compensation, 0.0); +color = shadow + attenuation + compensation; + +gl_FragColor = vec4(vec3(color),1.0); +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/26.vert b/shaders/warsow/26.vert new file mode 100644 index 0000000..f5a1571 --- /dev/null +++ b/shaders/warsow/26.vert @@ -0,0 +1,110 @@ +#define VERTEX_SHADER +// Warsow GLSL shader + +#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 + +varying vec4 ProjVector; + +#ifdef VERTEX_SHADER +// Vertex shader + +void main(void) +{ +gl_FrontColor = gl_Color; + + +mat4 textureMatrix; + +textureMatrix = gl_TextureMatrix[0]; + +gl_Position = ftransform(); +ProjVector = textureMatrix * gl_Vertex; +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +uniform myhalf3 LightAmbient; + +uniform float TextureWidth, TextureHeight; +uniform float ProjDistance; +uniform sampler2DShadow ShadowmapTexture; + +void main(void) +{ +myhalf color = myhalf(1.0); + +if (ProjVector.w <= 0.0 || ProjVector.w >= ProjDistance) +discard; + +float dtW = 1.0 / TextureWidth; +float dtH = 1.0 / TextureHeight; + +vec3 coord = vec3 (ProjVector.xyz / ProjVector.w); +coord = (coord + vec3 (1.0)) * vec3 (0.5); +coord.s = float (clamp (float(coord.s), dtW, 1.0 - dtW)); +coord.t = float (clamp (float(coord.t), dtH, 1.0 - dtH)); +coord.r = float (clamp (float(coord.r), 0.0, 1.0)); + +myhalf shadow0 = myhalf(shadow2D(ShadowmapTexture, coord).r); +myhalf shadow = shadow0; + +#if defined(APPLY_PCF2x2) || defined(APPLY_PCF3x3) + +vec3 coord2 = coord + vec3(0.0, dtH, 0.0); +myhalf shadow1 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(dtW, dtH, 0.0); +myhalf shadow2 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(dtW, 0.0, 0.0); +myhalf shadow3 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +#if defined(APPLY_PCF3x3) +coord2 = coord + vec3(-dtW, 0.0, 0.0); +myhalf shadow4 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(-dtW, -dtH, 0.0); +myhalf shadow5 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(0.0, -dtH, 0.0); +myhalf shadow6 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(dtW, -dtH, 0.0); +myhalf shadow7 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(-dtW, dtH, 0.0); +myhalf shadow8 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +shadow = (shadow0 + shadow1 + shadow2 + shadow3 + shadow4 + shadow5 + shadow6 + shadow7 + shadow8) * myhalf(0.11); +#else +shadow = (shadow0 + shadow1 + shadow2 + shadow3) * myhalf(0.25); +#endif +#else +shadow = shadow0; +#endif + +float attenuation = float (ProjVector.w) / ProjDistance; +myhalf compensation = myhalf(0.25) - max(LightAmbient.x, max(LightAmbient.y, LightAmbient.z)) +;compensation = max (compensation, 0.0); +color = shadow + attenuation + compensation; + +gl_FragColor = vec4(vec3(color),1.0); +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/27.frag b/shaders/warsow/27.frag new file mode 100644 index 0000000..0e60fc6 --- /dev/null +++ b/shaders/warsow/27.frag @@ -0,0 +1,49 @@ +#define FRAGMENT_SHADER +// Warsow GLSL shader + + +varying vec4 ProjVector; + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform float OutlineHeight; + +void main(void) +{ +gl_FrontColor = gl_Color; + +vec4 n = vec4(gl_Normal.xyz, 0.0); +vec4 v = vec4(gl_Vertex) + n * OutlineHeight; + +gl_Position = gl_ModelViewProjectionMatrix * v; +ProjVector = gl_Position; +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * v; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +uniform float OutlineCutOff; + +void main(void) +{ + +#ifdef APPLY_OUTLINES_CUTOFF +if (OutlineCutOff > 0.0 && (ProjVector.w > OutlineCutOff)) +discard; +#endif + +gl_FragColor = vec4 (gl_Color); +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/27.vert b/shaders/warsow/27.vert new file mode 100644 index 0000000..368238c --- /dev/null +++ b/shaders/warsow/27.vert @@ -0,0 +1,49 @@ +#define VERTEX_SHADER +// Warsow GLSL shader + + +varying vec4 ProjVector; + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform float OutlineHeight; + +void main(void) +{ +gl_FrontColor = gl_Color; + +vec4 n = vec4(gl_Normal.xyz, 0.0); +vec4 v = vec4(gl_Vertex) + n * OutlineHeight; + +gl_Position = gl_ModelViewProjectionMatrix * v; +ProjVector = gl_Position; +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * v; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +uniform float OutlineCutOff; + +void main(void) +{ + +#ifdef APPLY_OUTLINES_CUTOFF +if (OutlineCutOff > 0.0 && (ProjVector.w > OutlineCutOff)) +discard; +#endif + +gl_FragColor = vec4 (gl_Color); +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/28.frag b/shaders/warsow/28.frag new file mode 100644 index 0000000..f9d9ae2 --- /dev/null +++ b/shaders/warsow/28.frag @@ -0,0 +1,63 @@ +#define FRAGMENT_SHADER +// Warsow GLSL shader + +#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 + +#define M_TWOPI 6.28318530717958647692 + +varying vec2 TexCoord; + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform float TurbAmplitude, TurbPhase; + +void main(void) +{ +gl_FrontColor = gl_Color; + +vec4 turb; +turb = vec4(gl_MultiTexCoord0); +turb.s += TurbAmplitude * sin( ((gl_MultiTexCoord0.t / 4.0 + TurbPhase)) * M_TWOPI ); +turb.t += TurbAmplitude * sin( ((gl_MultiTexCoord0.s / 4.0 + TurbPhase)) * M_TWOPI ); +TexCoord = vec2(gl_TextureMatrix[0] * turb); + +gl_Position = ftransform(); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +uniform sampler2D BaseTexture; + +void main(void) +{ + +myhalf4 color; + +color = myhalf4(gl_Color) * myhalf4(texture2D(BaseTexture, TexCoord)); + +gl_FragColor = vec4(color); +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/28.vert b/shaders/warsow/28.vert new file mode 100644 index 0000000..27e76e5 --- /dev/null +++ b/shaders/warsow/28.vert @@ -0,0 +1,63 @@ +#define VERTEX_SHADER +// Warsow GLSL shader + +#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 + +#define M_TWOPI 6.28318530717958647692 + +varying vec2 TexCoord; + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform float TurbAmplitude, TurbPhase; + +void main(void) +{ +gl_FrontColor = gl_Color; + +vec4 turb; +turb = vec4(gl_MultiTexCoord0); +turb.s += TurbAmplitude * sin( ((gl_MultiTexCoord0.t / 4.0 + TurbPhase)) * M_TWOPI ); +turb.t += TurbAmplitude * sin( ((gl_MultiTexCoord0.s / 4.0 + TurbPhase)) * M_TWOPI ); +TexCoord = vec2(gl_TextureMatrix[0] * turb); + +gl_Position = ftransform(); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +uniform sampler2D BaseTexture; + +void main(void) +{ + +myhalf4 color; + +color = myhalf4(gl_Color) * myhalf4(texture2D(BaseTexture, TexCoord)); + +gl_FragColor = vec4(color); +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/3.frag b/shaders/warsow/3.frag new file mode 100644 index 0000000..00a170c --- /dev/null +++ b/shaders/warsow/3.frag @@ -0,0 +1,345 @@ +#define FRAGMENT_SHADER +#define APPLY_LIGHTSTYLE0 +#define APPLY_FBLIGHTMAP +#define APPLY_SPECULAR +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/3.vert b/shaders/warsow/3.vert new file mode 100644 index 0000000..2ddc43a --- /dev/null +++ b/shaders/warsow/3.vert @@ -0,0 +1,345 @@ +#define VERTEX_SHADER +#define APPLY_LIGHTSTYLE0 +#define APPLY_FBLIGHTMAP +#define APPLY_SPECULAR +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/4.frag b/shaders/warsow/4.frag new file mode 100644 index 0000000..f106fbe --- /dev/null +++ b/shaders/warsow/4.frag @@ -0,0 +1,346 @@ +#define FRAGMENT_SHADER +#define APPLY_LIGHTSTYLE0 +#define APPLY_FBLIGHTMAP +#define APPLY_SPECULAR +#define APPLY_AMBIENT_COMPENSATION +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/4.vert b/shaders/warsow/4.vert new file mode 100644 index 0000000..4fe15fd --- /dev/null +++ b/shaders/warsow/4.vert @@ -0,0 +1,346 @@ +#define VERTEX_SHADER +#define APPLY_LIGHTSTYLE0 +#define APPLY_FBLIGHTMAP +#define APPLY_SPECULAR +#define APPLY_AMBIENT_COMPENSATION +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/5.frag b/shaders/warsow/5.frag new file mode 100644 index 0000000..4292f6c --- /dev/null +++ b/shaders/warsow/5.frag @@ -0,0 +1,344 @@ +#define FRAGMENT_SHADER +#define APPLY_DIRECTIONAL_LIGHT +#define APPLY_CELLSHADING +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/5.vert b/shaders/warsow/5.vert new file mode 100644 index 0000000..78f8084 --- /dev/null +++ b/shaders/warsow/5.vert @@ -0,0 +1,344 @@ +#define VERTEX_SHADER +#define APPLY_DIRECTIONAL_LIGHT +#define APPLY_CELLSHADING +// Warsow GLSL shader + +#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 + +varying vec2 TexCoord; +#ifdef APPLY_LIGHTSTYLE0 +varying vec4 LightmapTexCoord01; +#ifdef APPLY_LIGHTSTYLE2 +varying vec4 LightmapTexCoord23; +#endif +#endif + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +varying vec3 EyeVector; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +varying vec3 LightVector; +#endif + +varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform vec3 EyeOrigin; + +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform vec3 LightDir; +#endif + +void main() +{ +gl_FrontColor = gl_Color; + +TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); + +#ifdef APPLY_LIGHTSTYLE0 +LightmapTexCoord01.st = gl_MultiTexCoord4.st; +#ifdef APPLY_LIGHTSTYLE1 +LightmapTexCoord01.pq = gl_MultiTexCoord5.st; +#ifdef APPLY_LIGHTSTYLE2 +LightmapTexCoord23.st = gl_MultiTexCoord6.st; +#ifdef APPLY_LIGHTSTYLE3 +LightmapTexCoord23.pq = gl_MultiTexCoord7.st; +#endif +#endif +#endif +#endif + +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +#ifdef APPLY_DIRECTIONAL_LIGHT +LightVector = LightDir * strMatrix; +#endif + +gl_Position = ftransform (); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_LIGHTSTYLE0 +uniform sampler2D LightmapTexture0; +uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord +uniform myhalf3 lsColor0; // lightstyle color + +#ifdef APPLY_LIGHTSTYLE1 +uniform sampler2D LightmapTexture1; +uniform float DeluxemapOffset1; +uniform myhalf3 lsColor1; + +#ifdef APPLY_LIGHTSTYLE2 +uniform sampler2D LightmapTexture2; +uniform float DeluxemapOffset2; +uniform myhalf3 lsColor2; + +#ifdef APPLY_LIGHTSTYLE3 +uniform sampler2D LightmapTexture3; +uniform float DeluxemapOffset3; +uniform myhalf3 lsColor3; + +#endif +#endif +#endif +#endif + +uniform sampler2D BaseTexture; +uniform sampler2D NormalmapTexture; +uniform sampler2D GlossTexture; +#ifdef APPLY_DECAL +uniform sampler2D DecalTexture; +#endif + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +uniform float OffsetMappingScale; +#endif + +uniform myhalf3 LightAmbient; +#ifdef APPLY_DIRECTIONAL_LIGHT +uniform myhalf3 LightDiffuse; +#endif + +uniform myhalf GlossIntensity; // gloss scaling factor +uniform myhalf GlossExponent; // gloss exponent factor + +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// The following reliefmapping and offsetmapping routine was taken from DarkPlaces +// The credit goes to LordHavoc (as always) +vec2 OffsetMapping(vec2 TexCoord) +{ +#ifdef APPLY_RELIEFMAPPING +// 14 sample relief mapping: linear search and then binary search +// this basically steps forward a small amount repeatedly until it finds +// itself inside solid, then jitters forward and back using decreasing +// amounts to find the impact +//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); +//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); +vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); +vec3 RT = vec3(TexCoord, 1); +OffsetVector *= 0.1; +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); +RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); +return RT.xy; +#else +// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) +// this basically moves forward the full distance, and then backs up based +// on height of samples +//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); +//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); +vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); +TexCoord += OffsetVector; +OffsetVector *= 0.5; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; +return TexCoord; +#endif +} +#endif + +void main() +{ +#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) +// apply offsetmapping +vec2 TexCoordOffset = OffsetMapping(TexCoord); +#define TexCoord TexCoordOffset +#endif +myhalf3 surfaceNormal; +myhalf3 diffuseNormalModelspace; +myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); +float diffuseProduct; +#ifdef APPLY_CELLSHADING +int lightcell; +float diffuseProductPositive; +float diffuseProductNegative; +float hardShadow; +#endif + +myhalf3 weightedDiffuseNormal; +myhalf3 specularNormal; +float specularProduct; + +#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) +myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); +#else +myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); +#endif + +// get the surface normal +surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); + +#ifdef APPLY_DIRECTIONAL_LIGHT +diffuseNormal = myhalf3 (LightVector); +weightedDiffuseNormal = diffuseNormal; +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +#ifdef APPLY_CELLSHADING +hardShadow = 0.0; +diffuseProductPositive = max (diffuseProduct, 0.0); +diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); + +// smooth the hard shadow edge +lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); +hardShadow += float(lightcell); + +lightcell = int(diffuseProductPositive * 2.0); +hardShadow += float(lightcell); + +color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); + +// backlight +lightcell = int (diffuseProductNegative * 2.0); +color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); +#else +color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; +#endif + +#endif + +// deluxemapping using light vectors in modelspace + +#ifdef APPLY_LIGHTSTYLE0 + +// get light normal +diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +// calculate directional shading +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); + +#ifdef APPLY_FBLIGHTMAP +weightedDiffuseNormal = diffuseNormal; +// apply lightmap color +color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); +#else + +#define NORMALIZE_DIFFUSE_NORMAL + +weightedDiffuseNormal = lsColor0 * diffuseNormal; +// apply lightmap color +color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); +#endif + +#ifdef APPLY_AMBIENT_COMPENSATION +// compensate for ambient lighting +color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; +#endif + +#ifdef APPLY_LIGHTSTYLE1 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor1 * diffuseNormal; +color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); + +#ifdef APPLY_LIGHTSTYLE2 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor2 * diffuseNormal; +color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); + +#ifdef APPLY_LIGHTSTYLE3 +diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; +diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); +diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); +weightedDiffuseNormal += lsColor3 * diffuseNormal; +color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); + +#endif +#endif +#endif +#endif + +#ifdef APPLY_SPECULAR + +#ifdef NORMALIZE_DIFFUSE_NORMAL +specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); +#else +specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); +#endif + +specularProduct = float (dot (surfaceNormal, specularNormal)); +color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); +#endif + +#ifdef APPLY_BASETEX_ALPHA_ONLY +color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); +#else +#ifdef APPLY_COLOR_CLAMPING +color = min(color, myhalf4(1.0)); +#endif +color = color * myhalf4(texture2D(BaseTexture, TexCoord)); +#endif + +#ifdef APPLY_DECAL +#ifdef APPLY_DECAL_ADD +myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb + color.rgb; +color.a = color.a * myhalf(gl_Color.a); +#else +myhalf4 decal = myhalf4(gl_Color.rgba); +if (decal.a > 0.0) +{ +decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); +color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); +} +#endif +#else +color = color * myhalf4(gl_Color.rgba); +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),color.a); +#else +gl_FragColor = vec4(color); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/6.frag b/shaders/warsow/6.frag new file mode 100644 index 0000000..af536af --- /dev/null +++ b/shaders/warsow/6.frag @@ -0,0 +1,151 @@ +#define FRAGMENT_SHADER +// Warsow GLSL shader + +#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 + +varying vec4 TexCoord; +varying vec4 ProjVector; +#ifdef APPLY_EYEDOT +varying vec3 EyeVector; +#endif + +#ifdef VERTEX_SHADER +// Vertex shader + +#ifdef APPLY_EYEDOT +uniform vec3 EyeOrigin; +uniform float FrontPlane; +#endif + +void main(void) +{ +gl_FrontColor = gl_Color; + +mat4 textureMatrix; + +textureMatrix = gl_TextureMatrix[0]; +TexCoord.st = vec2 (textureMatrix * gl_MultiTexCoord0); + +textureMatrix = gl_TextureMatrix[0]; +textureMatrix[0] = -textureMatrix[0]; +textureMatrix[1] = -textureMatrix[1]; +TexCoord.pq = vec2 (textureMatrix * gl_MultiTexCoord0); + +#ifdef APPLY_EYEDOT +mat3 strMatrix; +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +vec3 EyeVectorWorld = (EyeOrigin - gl_Vertex.xyz) * FrontPlane; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +gl_Position = ftransform(); +ProjVector = gl_Position; +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_DUDV +uniform sampler2D DuDvMapTexture; +#endif + +#ifdef APPLY_EYEDOT +uniform sampler2D NormalmapTexture; +#endif +uniform sampler2D ReflectionTexture; +uniform sampler2D RefractionTexture; +uniform float TextureWidth, TextureHeight; + +void main(void) +{ +myhalf3 color; + +#ifdef APPLY_DUDV +vec3 displacement = vec3(texture2D(DuDvMapTexture, vec2(TexCoord.pq) * vec2(0.25))); +vec2 coord = vec2(TexCoord.st) + vec2(displacement) * vec2 (0.2); + +vec3 fdist = vec3 (normalize(vec3(texture2D(DuDvMapTexture, coord)) - vec3 (0.5))) * vec3(0.005); +#else +vec3 fdist = vec3(0.0); +#endif + +// get projective texcoords +float scale = float(1.0 / float(ProjVector.w)); +float inv2NW = 1.0 / (2.0 * float (TextureWidth)); +float inv2NH = 1.0 / (2.0 * float (TextureHeight)); +vec2 projCoord = (vec2(ProjVector.xy) * scale + vec2 (1.0)) * vec2 (0.5) + vec2(fdist.xy); +projCoord.s = float (clamp (float(projCoord.s), inv2NW, 1.0 - inv2NW)); +projCoord.t = float (clamp (float(projCoord.t), inv2NH, 1.0 - inv2NH)); + + +myhalf3 refr = myhalf3(0.0); +myhalf3 refl = myhalf3(0.0); + +#ifdef APPLY_EYEDOT +// calculate dot product between the surface normal and eye vector +// great for simulating varying water translucency based on the view angle +myhalf3 surfaceNormal = normalize(myhalf3(texture2D(NormalmapTexture, coord)) - myhalf3 (0.5)); +vec3 eyeNormal = normalize(myhalf3(EyeVector)); + +float refrdot = float(dot(surfaceNormal, eyeNormal)); +//refrdot = float (clamp (refrdot, 0.0, 1.0)); +float refldot = 1.0 - refrdot; +// get refraction and reflection + +#ifdef APPLY_REFRACTION +refr = (myhalf3(texture2D(RefractionTexture, projCoord))) * refrdot; +#endif +#ifdef APPLY_REFLECTION +refl = (myhalf3(texture2D(ReflectionTexture, projCoord))) * refldot; +#endif + +#else + +#ifdef APPLY_REFRACTION +refr = (myhalf3(texture2D(RefractionTexture, projCoord))); +#endif +#ifdef APPLY_REFLECTION +refl = (myhalf3(texture2D(ReflectionTexture, projCoord))); +#endif + +#endif + +// add reflection and refraction +#ifdef APPLY_DISTORTION_ALPHA +color = myhalf3(gl_Color.rgb) + myhalf3(mix (refr, refl, float(gl_Color.a))); +#else +color = myhalf3(gl_Color.rgb) + refr + refl; +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),1.0); +#else +gl_FragColor = vec4(vec3(color),1.0); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/6.vert b/shaders/warsow/6.vert new file mode 100644 index 0000000..6ee1e1e --- /dev/null +++ b/shaders/warsow/6.vert @@ -0,0 +1,151 @@ +#define VERTEX_SHADER +// Warsow GLSL shader + +#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 + +varying vec4 TexCoord; +varying vec4 ProjVector; +#ifdef APPLY_EYEDOT +varying vec3 EyeVector; +#endif + +#ifdef VERTEX_SHADER +// Vertex shader + +#ifdef APPLY_EYEDOT +uniform vec3 EyeOrigin; +uniform float FrontPlane; +#endif + +void main(void) +{ +gl_FrontColor = gl_Color; + +mat4 textureMatrix; + +textureMatrix = gl_TextureMatrix[0]; +TexCoord.st = vec2 (textureMatrix * gl_MultiTexCoord0); + +textureMatrix = gl_TextureMatrix[0]; +textureMatrix[0] = -textureMatrix[0]; +textureMatrix[1] = -textureMatrix[1]; +TexCoord.pq = vec2 (textureMatrix * gl_MultiTexCoord0); + +#ifdef APPLY_EYEDOT +mat3 strMatrix; +strMatrix[0] = gl_MultiTexCoord1.xyz; +strMatrix[2] = gl_Normal.xyz; +strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); + +vec3 EyeVectorWorld = (EyeOrigin - gl_Vertex.xyz) * FrontPlane; +EyeVector = EyeVectorWorld * strMatrix; +#endif + +gl_Position = ftransform(); +ProjVector = gl_Position; +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +#ifdef APPLY_DUDV +uniform sampler2D DuDvMapTexture; +#endif + +#ifdef APPLY_EYEDOT +uniform sampler2D NormalmapTexture; +#endif +uniform sampler2D ReflectionTexture; +uniform sampler2D RefractionTexture; +uniform float TextureWidth, TextureHeight; + +void main(void) +{ +myhalf3 color; + +#ifdef APPLY_DUDV +vec3 displacement = vec3(texture2D(DuDvMapTexture, vec2(TexCoord.pq) * vec2(0.25))); +vec2 coord = vec2(TexCoord.st) + vec2(displacement) * vec2 (0.2); + +vec3 fdist = vec3 (normalize(vec3(texture2D(DuDvMapTexture, coord)) - vec3 (0.5))) * vec3(0.005); +#else +vec3 fdist = vec3(0.0); +#endif + +// get projective texcoords +float scale = float(1.0 / float(ProjVector.w)); +float inv2NW = 1.0 / (2.0 * float (TextureWidth)); +float inv2NH = 1.0 / (2.0 * float (TextureHeight)); +vec2 projCoord = (vec2(ProjVector.xy) * scale + vec2 (1.0)) * vec2 (0.5) + vec2(fdist.xy); +projCoord.s = float (clamp (float(projCoord.s), inv2NW, 1.0 - inv2NW)); +projCoord.t = float (clamp (float(projCoord.t), inv2NH, 1.0 - inv2NH)); + + +myhalf3 refr = myhalf3(0.0); +myhalf3 refl = myhalf3(0.0); + +#ifdef APPLY_EYEDOT +// calculate dot product between the surface normal and eye vector +// great for simulating varying water translucency based on the view angle +myhalf3 surfaceNormal = normalize(myhalf3(texture2D(NormalmapTexture, coord)) - myhalf3 (0.5)); +vec3 eyeNormal = normalize(myhalf3(EyeVector)); + +float refrdot = float(dot(surfaceNormal, eyeNormal)); +//refrdot = float (clamp (refrdot, 0.0, 1.0)); +float refldot = 1.0 - refrdot; +// get refraction and reflection + +#ifdef APPLY_REFRACTION +refr = (myhalf3(texture2D(RefractionTexture, projCoord))) * refrdot; +#endif +#ifdef APPLY_REFLECTION +refl = (myhalf3(texture2D(ReflectionTexture, projCoord))) * refldot; +#endif + +#else + +#ifdef APPLY_REFRACTION +refr = (myhalf3(texture2D(RefractionTexture, projCoord))); +#endif +#ifdef APPLY_REFLECTION +refl = (myhalf3(texture2D(ReflectionTexture, projCoord))); +#endif + +#endif + +// add reflection and refraction +#ifdef APPLY_DISTORTION_ALPHA +color = myhalf3(gl_Color.rgb) + myhalf3(mix (refr, refl, float(gl_Color.a))); +#else +color = myhalf3(gl_Color.rgb) + refr + refl; +#endif + +#ifdef APPLY_GRAYSCALE +float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); +gl_FragColor = vec4(vec3(grey),1.0); +#else +gl_FragColor = vec4(vec3(color),1.0); +#endif +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/7.frag b/shaders/warsow/7.frag new file mode 100644 index 0000000..d917740 --- /dev/null +++ b/shaders/warsow/7.frag @@ -0,0 +1,110 @@ +#define FRAGMENT_SHADER +// Warsow GLSL shader + +#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 + +varying vec4 ProjVector; + +#ifdef VERTEX_SHADER +// Vertex shader + +void main(void) +{ +gl_FrontColor = gl_Color; + + +mat4 textureMatrix; + +textureMatrix = gl_TextureMatrix[0]; + +gl_Position = ftransform(); +ProjVector = textureMatrix * gl_Vertex; +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +uniform myhalf3 LightAmbient; + +uniform float TextureWidth, TextureHeight; +uniform float ProjDistance; +uniform sampler2DShadow ShadowmapTexture; + +void main(void) +{ +myhalf color = myhalf(1.0); + +if (ProjVector.w <= 0.0 || ProjVector.w >= ProjDistance) +discard; + +float dtW = 1.0 / TextureWidth; +float dtH = 1.0 / TextureHeight; + +vec3 coord = vec3 (ProjVector.xyz / ProjVector.w); +coord = (coord + vec3 (1.0)) * vec3 (0.5); +coord.s = float (clamp (float(coord.s), dtW, 1.0 - dtW)); +coord.t = float (clamp (float(coord.t), dtH, 1.0 - dtH)); +coord.r = float (clamp (float(coord.r), 0.0, 1.0)); + +myhalf shadow0 = myhalf(shadow2D(ShadowmapTexture, coord).r); +myhalf shadow = shadow0; + +#if defined(APPLY_PCF2x2) || defined(APPLY_PCF3x3) + +vec3 coord2 = coord + vec3(0.0, dtH, 0.0); +myhalf shadow1 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(dtW, dtH, 0.0); +myhalf shadow2 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(dtW, 0.0, 0.0); +myhalf shadow3 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +#if defined(APPLY_PCF3x3) +coord2 = coord + vec3(-dtW, 0.0, 0.0); +myhalf shadow4 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(-dtW, -dtH, 0.0); +myhalf shadow5 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(0.0, -dtH, 0.0); +myhalf shadow6 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(dtW, -dtH, 0.0); +myhalf shadow7 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(-dtW, dtH, 0.0); +myhalf shadow8 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +shadow = (shadow0 + shadow1 + shadow2 + shadow3 + shadow4 + shadow5 + shadow6 + shadow7 + shadow8) * myhalf(0.11); +#else +shadow = (shadow0 + shadow1 + shadow2 + shadow3) * myhalf(0.25); +#endif +#else +shadow = shadow0; +#endif + +float attenuation = float (ProjVector.w) / ProjDistance; +myhalf compensation = myhalf(0.25) - max(LightAmbient.x, max(LightAmbient.y, LightAmbient.z)) +;compensation = max (compensation, 0.0); +color = shadow + attenuation + compensation; + +gl_FragColor = vec4(vec3(color),1.0); +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/7.vert b/shaders/warsow/7.vert new file mode 100644 index 0000000..f5a1571 --- /dev/null +++ b/shaders/warsow/7.vert @@ -0,0 +1,110 @@ +#define VERTEX_SHADER +// Warsow GLSL shader + +#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 + +varying vec4 ProjVector; + +#ifdef VERTEX_SHADER +// Vertex shader + +void main(void) +{ +gl_FrontColor = gl_Color; + + +mat4 textureMatrix; + +textureMatrix = gl_TextureMatrix[0]; + +gl_Position = ftransform(); +ProjVector = textureMatrix * gl_Vertex; +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +uniform myhalf3 LightAmbient; + +uniform float TextureWidth, TextureHeight; +uniform float ProjDistance; +uniform sampler2DShadow ShadowmapTexture; + +void main(void) +{ +myhalf color = myhalf(1.0); + +if (ProjVector.w <= 0.0 || ProjVector.w >= ProjDistance) +discard; + +float dtW = 1.0 / TextureWidth; +float dtH = 1.0 / TextureHeight; + +vec3 coord = vec3 (ProjVector.xyz / ProjVector.w); +coord = (coord + vec3 (1.0)) * vec3 (0.5); +coord.s = float (clamp (float(coord.s), dtW, 1.0 - dtW)); +coord.t = float (clamp (float(coord.t), dtH, 1.0 - dtH)); +coord.r = float (clamp (float(coord.r), 0.0, 1.0)); + +myhalf shadow0 = myhalf(shadow2D(ShadowmapTexture, coord).r); +myhalf shadow = shadow0; + +#if defined(APPLY_PCF2x2) || defined(APPLY_PCF3x3) + +vec3 coord2 = coord + vec3(0.0, dtH, 0.0); +myhalf shadow1 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(dtW, dtH, 0.0); +myhalf shadow2 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(dtW, 0.0, 0.0); +myhalf shadow3 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +#if defined(APPLY_PCF3x3) +coord2 = coord + vec3(-dtW, 0.0, 0.0); +myhalf shadow4 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(-dtW, -dtH, 0.0); +myhalf shadow5 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(0.0, -dtH, 0.0); +myhalf shadow6 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(dtW, -dtH, 0.0); +myhalf shadow7 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +coord2 = coord + vec3(-dtW, dtH, 0.0); +myhalf shadow8 = myhalf (shadow2D (ShadowmapTexture, coord2).r); + +shadow = (shadow0 + shadow1 + shadow2 + shadow3 + shadow4 + shadow5 + shadow6 + shadow7 + shadow8) * myhalf(0.11); +#else +shadow = (shadow0 + shadow1 + shadow2 + shadow3) * myhalf(0.25); +#endif +#else +shadow = shadow0; +#endif + +float attenuation = float (ProjVector.w) / ProjDistance; +myhalf compensation = myhalf(0.25) - max(LightAmbient.x, max(LightAmbient.y, LightAmbient.z)) +;compensation = max (compensation, 0.0); +color = shadow + attenuation + compensation; + +gl_FragColor = vec4(vec3(color),1.0); +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/8.frag b/shaders/warsow/8.frag new file mode 100644 index 0000000..0e60fc6 --- /dev/null +++ b/shaders/warsow/8.frag @@ -0,0 +1,49 @@ +#define FRAGMENT_SHADER +// Warsow GLSL shader + + +varying vec4 ProjVector; + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform float OutlineHeight; + +void main(void) +{ +gl_FrontColor = gl_Color; + +vec4 n = vec4(gl_Normal.xyz, 0.0); +vec4 v = vec4(gl_Vertex) + n * OutlineHeight; + +gl_Position = gl_ModelViewProjectionMatrix * v; +ProjVector = gl_Position; +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * v; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +uniform float OutlineCutOff; + +void main(void) +{ + +#ifdef APPLY_OUTLINES_CUTOFF +if (OutlineCutOff > 0.0 && (ProjVector.w > OutlineCutOff)) +discard; +#endif + +gl_FragColor = vec4 (gl_Color); +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/8.vert b/shaders/warsow/8.vert new file mode 100644 index 0000000..368238c --- /dev/null +++ b/shaders/warsow/8.vert @@ -0,0 +1,49 @@ +#define VERTEX_SHADER +// Warsow GLSL shader + + +varying vec4 ProjVector; + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform float OutlineHeight; + +void main(void) +{ +gl_FrontColor = gl_Color; + +vec4 n = vec4(gl_Normal.xyz, 0.0); +vec4 v = vec4(gl_Vertex) + n * OutlineHeight; + +gl_Position = gl_ModelViewProjectionMatrix * v; +ProjVector = gl_Position; +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * v; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +uniform float OutlineCutOff; + +void main(void) +{ + +#ifdef APPLY_OUTLINES_CUTOFF +if (OutlineCutOff > 0.0 && (ProjVector.w > OutlineCutOff)) +discard; +#endif + +gl_FragColor = vec4 (gl_Color); +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/9.frag b/shaders/warsow/9.frag new file mode 100644 index 0000000..f9d9ae2 --- /dev/null +++ b/shaders/warsow/9.frag @@ -0,0 +1,63 @@ +#define FRAGMENT_SHADER +// Warsow GLSL shader + +#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 + +#define M_TWOPI 6.28318530717958647692 + +varying vec2 TexCoord; + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform float TurbAmplitude, TurbPhase; + +void main(void) +{ +gl_FrontColor = gl_Color; + +vec4 turb; +turb = vec4(gl_MultiTexCoord0); +turb.s += TurbAmplitude * sin( ((gl_MultiTexCoord0.t / 4.0 + TurbPhase)) * M_TWOPI ); +turb.t += TurbAmplitude * sin( ((gl_MultiTexCoord0.s / 4.0 + TurbPhase)) * M_TWOPI ); +TexCoord = vec2(gl_TextureMatrix[0] * turb); + +gl_Position = ftransform(); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +uniform sampler2D BaseTexture; + +void main(void) +{ + +myhalf4 color; + +color = myhalf4(gl_Color) * myhalf4(texture2D(BaseTexture, TexCoord)); + +gl_FragColor = vec4(color); +} + +#endif // FRAGMENT_SHADER + + diff --git a/shaders/warsow/9.vert b/shaders/warsow/9.vert new file mode 100644 index 0000000..27e76e5 --- /dev/null +++ b/shaders/warsow/9.vert @@ -0,0 +1,63 @@ +#define VERTEX_SHADER +// Warsow GLSL shader + +#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 + +#define M_TWOPI 6.28318530717958647692 + +varying vec2 TexCoord; + +#ifdef VERTEX_SHADER +// Vertex shader + +uniform float TurbAmplitude, TurbPhase; + +void main(void) +{ +gl_FrontColor = gl_Color; + +vec4 turb; +turb = vec4(gl_MultiTexCoord0); +turb.s += TurbAmplitude * sin( ((gl_MultiTexCoord0.t / 4.0 + TurbPhase)) * M_TWOPI ); +turb.t += TurbAmplitude * sin( ((gl_MultiTexCoord0.s / 4.0 + TurbPhase)) * M_TWOPI ); +TexCoord = vec2(gl_TextureMatrix[0] * turb); + +gl_Position = ftransform(); +#ifdef APPLY_CLIPPING +#ifdef __GLSL_CG_DATA_TYPES +gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; +#endif +#endif +} + +#endif // VERTEX_SHADER + + +#ifdef FRAGMENT_SHADER +// Fragment shader + +uniform sampler2D BaseTexture; + +void main(void) +{ + +myhalf4 color; + +color = myhalf4(gl_Color) * myhalf4(texture2D(BaseTexture, TexCoord)); + +gl_FragColor = vec4(color); +} + +#endif // FRAGMENT_SHADER + + |