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-rw-r--r--shaders/warsow/14.vert344
1 files changed, 0 insertions, 344 deletions
diff --git a/shaders/warsow/14.vert b/shaders/warsow/14.vert
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--- a/shaders/warsow/14.vert
+++ /dev/null
@@ -1,344 +0,0 @@
-#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
-
-