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-rw-r--r--shaders/warsow/40.shader_test697
1 files changed, 697 insertions, 0 deletions
diff --git a/shaders/warsow/40.shader_test b/shaders/warsow/40.shader_test
new file mode 100644
index 0000000..de4bd35
--- /dev/null
+++ b/shaders/warsow/40.shader_test
@@ -0,0 +1,697 @@
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#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
+
+
+[vertex shader]
+#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
+
+