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Diffstat (limited to 'shaders/warsow/24.frag')
-rw-r--r-- | shaders/warsow/24.frag | 344 |
1 files changed, 0 insertions, 344 deletions
diff --git a/shaders/warsow/24.frag b/shaders/warsow/24.frag deleted file mode 100644 index 4292f6c..0000000 --- a/shaders/warsow/24.frag +++ /dev/null @@ -1,344 +0,0 @@ -#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 - - |