[require] GLSL >= 1.10 [fragment shader] #version 130 #define GLSL130 #define FRAGMENT_SHADER #define MODE_GENERIC #define USEDIFFUSE #define USEVIEWTINT #define USECOLORMAPPING #define USESHADOWMAPPCF 1 // ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader // written by Forest 'LordHavoc' Hale // shadowmapping enhancements by Lee 'eihrul' Salzman #ifdef GLSL130 precision highp float; # ifdef VERTEX_SHADER # define dp_varying out # define dp_attribute in # endif # ifdef FRAGMENT_SHADER out vec4 dp_FragColor; # define dp_varying in # define dp_attribute in # endif # define dp_offsetmapping_dFdx dFdx # define dp_offsetmapping_dFdy dFdy # define dp_textureGrad textureGrad # define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) # define dp_texture2D texture # define dp_texture3D texture # define dp_textureCube texture # define dp_shadow2D(a,b) float(texture(a,b)) #else # ifdef FRAGMENT_SHADER # define dp_FragColor gl_FragColor # endif # define dp_varying varying # define dp_attribute attribute # define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) # define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) # define dp_textureGrad(a,b,c,d) texture2D(a,b) # define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) # define dp_texture2D texture2D # define dp_texture3D texture3D # define dp_textureCube textureCube # define dp_shadow2D(a,b) float(shadow2D(a,b)) #endif // GL ES and GLSL130 shaders use precision modifiers, standard GL does not // in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) #ifndef GL_ES #define lowp #define mediump #define highp #endif #ifdef USEDEPTHRGB // for 565 RGB we'd need to use different multipliers #define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) #define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) #endif #ifdef VERTEX_SHADER dp_attribute vec4 Attrib_Position; // vertex dp_attribute vec4 Attrib_Color; // color dp_attribute vec4 Attrib_TexCoord0; // material texcoords dp_attribute vec3 Attrib_TexCoord1; // svector dp_attribute vec3 Attrib_TexCoord2; // tvector dp_attribute vec3 Attrib_TexCoord3; // normal dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords #endif dp_varying mediump vec4 VertexColor; #if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) # define USEFOG #endif #if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) # define USELIGHTMAP #endif #if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) # define USEEYEVECTOR #endif #ifdef USESHADOWMAP2D # ifdef GL_EXT_gpu_shader4 # extension GL_EXT_gpu_shader4 : enable # endif # ifdef GL_ARB_texture_gather # extension GL_ARB_texture_gather : enable # else # ifdef GL_AMD_texture_texture4 # extension GL_AMD_texture_texture4 : enable # endif # endif #endif //#ifdef USESHADOWSAMPLER //# extension GL_ARB_shadow : enable //#endif //#ifdef __GLSL_CG_DATA_TYPES //# define myhalf half //# define myhalf2 half2 //# define myhalf3 half3 //# define myhalf4 half4 //# define cast_myhalf half //# define cast_myhalf2 half2 //# define cast_myhalf3 half3 //# define cast_myhalf4 half4 //#else # define myhalf mediump float # define myhalf2 mediump vec2 # define myhalf3 mediump vec3 # define myhalf4 mediump vec4 # define cast_myhalf float # define cast_myhalf2 vec2 # define cast_myhalf3 vec3 # define cast_myhalf4 vec4 //#endif #ifdef VERTEX_SHADER uniform highp mat4 ModelViewProjectionMatrix; #endif #ifdef VERTEX_SHADER #ifdef USETRIPPY // LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE // tweaked scale uniform highp float ClientTime; vec4 TrippyVertex(vec4 position) { float worldTime = ClientTime; // tweaked for Quake worldTime *= 10.0; position *= 0.125; //~tweaked for Quake float distanceSquared = (position.x * position.x + position.z * position.z); position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); float y = position.y; float x = position.x; float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); position.y = x*sin(om)+y*cos(om); position.x = x*cos(om)-y*sin(om); return position; } #endif #endif #ifdef MODE_DEPTH_OR_SHADOW dp_varying highp float Depth; #ifdef VERTEX_SHADER void main(void) { gl_Position = ModelViewProjectionMatrix * Attrib_Position; #ifdef USETRIPPY gl_Position = TrippyVertex(gl_Position); #endif Depth = gl_Position.z; } #endif #ifdef FRAGMENT_SHADER void main(void) { #ifdef USEDEPTHRGB dp_FragColor = encodedepthmacro(Depth); #else dp_FragColor = vec4(1.0,1.0,1.0,1.0); #endif } #endif #else // !MODE_DEPTH_ORSHADOW #ifdef MODE_SHOWDEPTH #ifdef VERTEX_SHADER void main(void) { gl_Position = ModelViewProjectionMatrix * Attrib_Position; VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0); #ifdef USETRIPPY gl_Position = TrippyVertex(gl_Position); #endif } #endif #ifdef FRAGMENT_SHADER void main(void) { dp_FragColor = VertexColor; } #endif #else // !MODE_SHOWDEPTH #ifdef MODE_POSTPROCESS dp_varying mediump vec2 TexCoord1; dp_varying mediump vec2 TexCoord2; #ifdef VERTEX_SHADER void main(void) { gl_Position = ModelViewProjectionMatrix * Attrib_Position; TexCoord1 = Attrib_TexCoord0.xy; #ifdef USEBLOOM TexCoord2 = Attrib_TexCoord4.xy; #endif } #endif #ifdef FRAGMENT_SHADER uniform sampler2D Texture_First; #ifdef USEBLOOM uniform sampler2D Texture_Second; uniform mediump vec4 BloomColorSubtract; #endif #ifdef USEGAMMARAMPS uniform sampler2D Texture_GammaRamps; #endif #ifdef USESATURATION uniform mediump float Saturation; #endif #ifdef USEVIEWTINT uniform mediump vec4 ViewTintColor; #endif //uncomment these if you want to use them: uniform mediump vec4 UserVec1; uniform mediump vec4 UserVec2; // uniform mediump vec4 UserVec3; // uniform mediump vec4 UserVec4; // uniform highp float ClientTime; uniform mediump vec2 PixelSize; void main(void) { dp_FragColor = dp_texture2D(Texture_First, TexCoord1); #ifdef USEBLOOM dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); #endif #ifdef USEVIEWTINT dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); #endif #ifdef USEPOSTPROCESSING // do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want // this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component float sobel = 1.0; // vec2 ts = textureSize(Texture_First, 0); // vec2 px = vec2(1/ts.x, 1/ts.y); vec2 px = PixelSize; vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; dp_FragColor /= (1.0 + 5.0 * UserVec1.y); dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; #endif #ifdef USESATURATION //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); // 'vampire sight' effect, wheres red is compensated #ifdef SATURATION_REDCOMPENSATE float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); dp_FragColor.r += rboost; #else // normal desaturation //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); #endif #endif #ifdef USEGAMMARAMPS dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; #endif } #endif #else // !MODE_POSTPROCESS #ifdef MODE_GENERIC #ifdef USEDIFFUSE dp_varying mediump vec2 TexCoord1; #endif #ifdef USESPECULAR dp_varying mediump vec2 TexCoord2; #endif #ifdef VERTEX_SHADER void main(void) { VertexColor = Attrib_Color; #ifdef USEDIFFUSE TexCoord1 = Attrib_TexCoord0.xy; #endif #ifdef USESPECULAR TexCoord2 = Attrib_TexCoord1.xy; #endif gl_Position = ModelViewProjectionMatrix * Attrib_Position; #ifdef USETRIPPY gl_Position = TrippyVertex(gl_Position); #endif } #endif #ifdef FRAGMENT_SHADER #ifdef USEDIFFUSE uniform sampler2D Texture_First; #endif #ifdef USESPECULAR uniform sampler2D Texture_Second; #endif #ifdef USEGAMMARAMPS uniform sampler2D Texture_GammaRamps; #endif void main(void) { #ifdef USEVIEWTINT dp_FragColor = VertexColor; #else dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); #endif #ifdef USEDIFFUSE # ifdef USEREFLECTCUBE // suppress texture alpha dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; # else dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); # endif #endif #ifdef USESPECULAR vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); # ifdef USECOLORMAPPING dp_FragColor *= tex2; # endif # ifdef USEGLOW dp_FragColor += tex2; # endif # ifdef USEVERTEXTEXTUREBLEND dp_FragColor = mix(dp_FragColor, tex2, tex2.a); # endif #endif #ifdef USEGAMMARAMPS dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; #endif } #endif #else // !MODE_GENERIC #ifdef MODE_BLOOMBLUR dp_varying mediump vec2 TexCoord; #ifdef VERTEX_SHADER void main(void) { VertexColor = Attrib_Color; TexCoord = Attrib_TexCoord0.xy; gl_Position = ModelViewProjectionMatrix * Attrib_Position; } #endif #ifdef FRAGMENT_SHADER uniform sampler2D Texture_First; uniform mediump vec4 BloomBlur_Parameters; void main(void) { int i; vec2 tc = TexCoord; vec3 color = dp_texture2D(Texture_First, tc).rgb; tc += BloomBlur_Parameters.xy; for (i = 1;i < SAMPLES;i++) { color += dp_texture2D(Texture_First, tc).rgb; tc += BloomBlur_Parameters.xy; } dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); } #endif #else // !MODE_BLOOMBLUR #ifdef MODE_REFRACTION dp_varying mediump vec2 TexCoord; dp_varying highp vec4 ModelViewProjectionPosition; uniform highp mat4 TexMatrix; #ifdef VERTEX_SHADER void main(void) { #ifdef USEALPHAGENVERTEX VertexColor = Attrib_Color; #endif TexCoord = vec2(TexMatrix * Attrib_TexCoord0); gl_Position = ModelViewProjectionMatrix * Attrib_Position; ModelViewProjectionPosition = gl_Position; #ifdef USETRIPPY gl_Position = TrippyVertex(gl_Position); #endif } #endif #ifdef FRAGMENT_SHADER uniform sampler2D Texture_Normal; uniform sampler2D Texture_Refraction; uniform mediump vec4 DistortScaleRefractReflect; uniform mediump vec4 ScreenScaleRefractReflect; uniform mediump vec4 ScreenCenterRefractReflect; uniform mediump vec4 RefractColor; uniform mediump vec4 ReflectColor; uniform highp float ClientTime; #ifdef USENORMALMAPSCROLLBLEND uniform highp vec2 NormalmapScrollBlend; #endif void main(void) { vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; #ifdef USEALPHAGENVERTEX vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); #else vec2 distort = DistortScaleRefractReflect.xy; vec4 refractcolor = RefractColor; #endif #ifdef USENORMALMAPSCROLLBLEND vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; #else vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; #endif // FIXME temporary hack to detect the case that the reflection // gets blackened at edges due to leaving the area that contains actual // content. // Remove this 'ack once we have a better way to stop this thing from // 'appening. float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; } #endif #else // !MODE_REFRACTION #ifdef MODE_WATER dp_varying mediump vec2 TexCoord; dp_varying highp vec3 EyeVector; dp_varying highp vec4 ModelViewProjectionPosition; #ifdef VERTEX_SHADER uniform highp vec3 EyePosition; uniform highp mat4 TexMatrix; void main(void) { #ifdef USEALPHAGENVERTEX VertexColor = Attrib_Color; #endif TexCoord = vec2(TexMatrix * Attrib_TexCoord0); vec3 EyeRelative = EyePosition - Attrib_Position.xyz; EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); gl_Position = ModelViewProjectionMatrix * Attrib_Position; ModelViewProjectionPosition = gl_Position; #ifdef USETRIPPY gl_Position = TrippyVertex(gl_Position); #endif } #endif #ifdef FRAGMENT_SHADER uniform sampler2D Texture_Normal; uniform sampler2D Texture_Refraction; uniform sampler2D Texture_Reflection; uniform mediump vec4 DistortScaleRefractReflect; uniform mediump vec4 ScreenScaleRefractReflect; uniform mediump vec4 ScreenCenterRefractReflect; uniform mediump vec4 RefractColor; uniform mediump vec4 ReflectColor; uniform mediump float ReflectFactor; uniform mediump float ReflectOffset; uniform highp float ClientTime; #ifdef USENORMALMAPSCROLLBLEND uniform highp vec2 NormalmapScrollBlend; #endif void main(void) { vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); // slight water animation via 2 layer scrolling (todo: tweak) #ifdef USEALPHAGENVERTEX vec4 distort = DistortScaleRefractReflect * VertexColor.a; float reflectoffset = ReflectOffset * VertexColor.a; float reflectfactor = ReflectFactor * VertexColor.a; vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); #else vec4 distort = DistortScaleRefractReflect; float reflectoffset = ReflectOffset; float reflectfactor = ReflectFactor; vec4 refractcolor = RefractColor; #endif #ifdef USENORMALMAPSCROLLBLEND vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; #else vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; #endif // FIXME temporary hack to detect the case that the reflection // gets blackened at edges due to leaving the area that contains actual // content. // Remove this 'ack once we have a better way to stop this thing from // 'appening. float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); } #endif #else // !MODE_WATER // common definitions between vertex shader and fragment shader: dp_varying mediump vec4 TexCoordSurfaceLightmap; #ifdef USEVERTEXTEXTUREBLEND dp_varying mediump vec2 TexCoord2; #endif #ifdef MODE_LIGHTSOURCE dp_varying mediump vec3 CubeVector; #endif #if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) dp_varying mediump vec3 LightVector; #endif #ifdef USEEYEVECTOR dp_varying highp vec4 EyeVectorFogDepth; #endif #if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) #else # ifdef USEFOG dp_varying highp vec3 EyeVectorModelSpace; # endif #endif #ifdef USEREFLECTION dp_varying highp vec4 ModelViewProjectionPosition; #endif #ifdef MODE_DEFERREDLIGHTSOURCE uniform highp vec3 LightPosition; dp_varying highp vec4 ModelViewPosition; #endif #ifdef MODE_LIGHTSOURCE uniform highp vec3 LightPosition; #endif uniform highp vec3 EyePosition; #ifdef MODE_LIGHTDIRECTION uniform highp vec3 LightDir; #endif uniform highp vec4 FogPlane; #ifdef USESHADOWMAPORTHO dp_varying highp vec3 ShadowMapTC; #endif #ifdef USEBOUNCEGRID dp_varying highp vec3 BounceGridTexCoord; #endif #ifdef MODE_DEFERREDGEOMETRY dp_varying highp float Depth; #endif // TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on // fragment shader specific: #ifdef FRAGMENT_SHADER uniform sampler2D Texture_Normal; uniform sampler2D Texture_Color; uniform sampler2D Texture_Gloss; #ifdef USEGLOW uniform sampler2D Texture_Glow; #endif #ifdef USEVERTEXTEXTUREBLEND uniform sampler2D Texture_SecondaryNormal; uniform sampler2D Texture_SecondaryColor; uniform sampler2D Texture_SecondaryGloss; #ifdef USEGLOW uniform sampler2D Texture_SecondaryGlow; #endif #endif #ifdef USECOLORMAPPING uniform sampler2D Texture_Pants; uniform sampler2D Texture_Shirt; #endif #ifdef USEFOG #ifdef USEFOGHEIGHTTEXTURE uniform sampler2D Texture_FogHeightTexture; #endif uniform sampler2D Texture_FogMask; #endif #ifdef USELIGHTMAP uniform sampler2D Texture_Lightmap; #endif #if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) uniform sampler2D Texture_Deluxemap; #endif #ifdef USEREFLECTION uniform sampler2D Texture_Reflection; #endif #ifdef MODE_DEFERREDLIGHTSOURCE uniform sampler2D Texture_ScreenNormalMap; #endif #ifdef USEDEFERREDLIGHTMAP uniform sampler2D Texture_ScreenDiffuse; uniform sampler2D Texture_ScreenSpecular; #endif uniform mediump vec3 Color_Pants; uniform mediump vec3 Color_Shirt; uniform mediump vec3 FogColor; #ifdef USEFOG uniform highp float FogRangeRecip; uniform highp float FogPlaneViewDist; uniform highp float FogHeightFade; vec3 FogVertex(vec4 surfacecolor) { #if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); #endif float FogPlaneVertexDist = EyeVectorFogDepth.w; float fogfrac; vec3 fc = FogColor; #ifdef USEFOGALPHAHACK fc *= surfacecolor.a; #endif #ifdef USEFOGHEIGHTTEXTURE vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); fogfrac = fogheightpixel.a; return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); #else # ifdef USEFOGOUTSIDE fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); # else fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); # endif return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); #endif } #endif #ifdef USEOFFSETMAPPING uniform mediump vec4 OffsetMapping_ScaleSteps; uniform mediump float OffsetMapping_Bias; #ifdef USEOFFSETMAPPING_LOD uniform mediump float OffsetMapping_LodDistance; #endif vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) { float i; // distance-based LOD #ifdef USEOFFSETMAPPING_LOD mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); #else #define ScaleSteps OffsetMapping_ScaleSteps #endif #ifdef USEOFFSETMAPPING_RELIEFMAPPING float f; // 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(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); OffsetVector *= ScaleSteps.z; for(i = 1.0; i < ScaleSteps.y; ++i) RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); return RT.xy; #else // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); OffsetVector *= ScaleSteps.z; for(i = 0.0; i < ScaleSteps.y; ++i) TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); return TexCoord; #endif } #endif // USEOFFSETMAPPING #if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) uniform sampler2D Texture_Attenuation; uniform samplerCube Texture_Cube; #endif #if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) #ifdef USESHADOWMAP2D # ifdef USESHADOWSAMPLER uniform sampler2DShadow Texture_ShadowMap2D; # else uniform sampler2D Texture_ShadowMap2D; # endif #endif #ifdef USESHADOWMAPVSDCT uniform samplerCube Texture_CubeProjection; #endif #if defined(USESHADOWMAP2D) uniform mediump vec2 ShadowMap_TextureScale; uniform mediump vec4 ShadowMap_Parameters; #endif #if defined(USESHADOWMAP2D) # ifdef USESHADOWMAPORTHO # define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz)) # else # ifdef USESHADOWMAPVSDCT vec3 GetShadowMapTC2D(vec3 dir) { vec3 adir = abs(dir); float m = max(max(adir.x, adir.y), adir.z); vec4 proj = dp_textureCube(Texture_CubeProjection, dir); #ifdef USEDEPTHRGB return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); #else vec2 mparams = ShadowMap_Parameters.xy / m; return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); #endif } # else vec3 GetShadowMapTC2D(vec3 dir) { vec3 adir = abs(dir); float m; vec4 proj; if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } #ifdef USEDEPTHRGB return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); #else vec2 mparams = ShadowMap_Parameters.xy / m; return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); #endif } # endif # endif #endif // defined(USESHADOWMAP2D) # ifdef USESHADOWMAP2D float ShadowMapCompare(vec3 dir) { vec3 shadowmaptc = GetShadowMapTC2D(dir); float f; # ifdef USEDEPTHRGB # ifdef USESHADOWMAPPCF # define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)) # if USESHADOWMAPPCF > 1 vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); center *= ShadowMap_TextureScale; vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); vec4 cols = row2 + row3 + mix(row1, row4, offset.y); f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); # else vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy); vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); vec3 cols = row2 + mix(row1, row3, offset.y); f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); # endif # else f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale))); # endif # else # ifdef USESHADOWSAMPLER # ifdef USESHADOWMAPPCF # define texval(x, y) dp_shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)) vec2 center = shadowmaptc.xy*ShadowMap_TextureScale; f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4))); # else f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)); # endif # else # ifdef USESHADOWMAPPCF # if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) # ifdef GL_ARB_texture_gather # define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) # else # define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale) # endif vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale; # if USESHADOWMAPPCF > 1 vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); vec4 locols = vec4(group1.ab, group3.ab); vec4 hicols = vec4(group7.rg, group9.rg); locols.yz += group2.ab; hicols.yz += group8.rg; vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + mix(locols, hicols, offset.y); vec4 cols = group5 + vec4(group2.rg, group8.ab); cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); f = dot(cols, vec4(1.0/25.0)); # else vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); # endif # else # ifdef GL_EXT_gpu_shader4 # define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r # else # define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r # endif # if USESHADOWMAPPCF > 1 vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); center *= ShadowMap_TextureScale; vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); vec4 cols = row2 + row3 + mix(row1, row4, offset.y); f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); # else vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy); vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); vec3 cols = row2 + mix(row1, row3, offset.y); f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); # endif # endif # else f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r); # endif # endif # endif # ifdef USESHADOWMAPORTHO return mix(ShadowMap_Parameters.w, 1.0, f); # else return f; # endif } # endif #endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) #endif // FRAGMENT_SHADER #ifdef MODE_DEFERREDGEOMETRY #ifdef VERTEX_SHADER uniform highp mat4 TexMatrix; #ifdef USEVERTEXTEXTUREBLEND uniform highp mat4 BackgroundTexMatrix; #endif uniform highp mat4 ModelViewMatrix; void main(void) { TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); #ifdef USEVERTEXTEXTUREBLEND VertexColor = Attrib_Color; TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); #endif // transform unnormalized eye direction into tangent space #ifdef USEOFFSETMAPPING vec3 EyeRelative = EyePosition - Attrib_Position.xyz; EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); EyeVectorFogDepth.w = 0.0; #endif VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); gl_Position = ModelViewProjectionMatrix * Attrib_Position; #ifdef USETRIPPY gl_Position = TrippyVertex(gl_Position); #endif Depth = (ModelViewMatrix * Attrib_Position).z; } #endif // VERTEX_SHADER #ifdef FRAGMENT_SHADER void main(void) { #ifdef USEOFFSETMAPPING // apply offsetmapping vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); # define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) #else # define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) #endif #ifdef USEALPHAKILL if (offsetMappedTexture2D(Texture_Color).a < 0.5) discard; #endif #ifdef USEVERTEXTEXTUREBLEND float alpha = offsetMappedTexture2D(Texture_Color).a; float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); //float terrainblend = float(VertexColor.a) * alpha > 0.5; #endif #ifdef USEVERTEXTEXTUREBLEND vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); #else vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); float a = offsetMappedTexture2D(Texture_Gloss).a; #endif vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); } #endif // FRAGMENT_SHADER #else // !MODE_DEFERREDGEOMETRY #ifdef MODE_DEFERREDLIGHTSOURCE #ifdef VERTEX_SHADER uniform highp mat4 ModelViewMatrix; void main(void) { ModelViewPosition = ModelViewMatrix * Attrib_Position; gl_Position = ModelViewProjectionMatrix * Attrib_Position; } #endif // VERTEX_SHADER #ifdef FRAGMENT_SHADER uniform highp mat4 ViewToLight; // ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); uniform highp vec2 ScreenToDepth; uniform myhalf3 DeferredColor_Ambient; uniform myhalf3 DeferredColor_Diffuse; #ifdef USESPECULAR uniform myhalf3 DeferredColor_Specular; uniform myhalf SpecularPower; #endif uniform myhalf2 PixelToScreenTexCoord; void main(void) { // calculate viewspace pixel position vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; vec3 position; // get the geometry information (depth, normal, specular exponent) myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); // decode viewspace pixel normal // myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); // decode viewspace pixel position // position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); position.z = normalmap.b; // position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); // now do the actual shading // surfacenormal = pixel normal in viewspace // LightVector = pixel to light in viewspace // CubeVector = pixel in lightspace // eyevector = pixel to view in viewspace vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); #ifdef USEDIFFUSE // calculate diffuse shading myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); #endif #ifdef USESPECULAR // calculate directional shading vec3 eyevector = position * -1.0; # ifdef USEEXACTSPECULARMATH myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 1.0 + SpecularPower * normalmap.a); # else myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(eyevector))); myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * normalmap.a); # endif #endif #if defined(USESHADOWMAP2D) fade *= ShadowMapCompare(CubeVector); #endif #ifdef USESPECULAR gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); # ifdef USECUBEFILTER vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; gl_FragData[0].rgb *= cubecolor; gl_FragData[1].rgb *= cubecolor; # endif #else # ifdef USEDIFFUSE gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); # else gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); # endif # ifdef USECUBEFILTER vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; gl_FragColor.rgb *= cubecolor; # endif #endif } #endif // FRAGMENT_SHADER #else // !MODE_DEFERREDLIGHTSOURCE #ifdef VERTEX_SHADER uniform highp mat4 TexMatrix; #ifdef USEVERTEXTEXTUREBLEND uniform highp mat4 BackgroundTexMatrix; #endif #ifdef MODE_LIGHTSOURCE uniform highp mat4 ModelToLight; #endif #ifdef USESHADOWMAPORTHO uniform highp mat4 ShadowMapMatrix; #endif #ifdef USEBOUNCEGRID uniform highp mat4 BounceGridMatrix; #endif void main(void) { #if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) VertexColor = Attrib_Color; #endif // copy the surface texcoord #ifdef USELIGHTMAP TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); #else TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); #endif #ifdef USEVERTEXTEXTUREBLEND TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); #endif #ifdef USEBOUNCEGRID BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); #ifdef USEBOUNCEGRIDDIRECTIONAL BounceGridTexCoord.z *= 0.125; #endif #endif #ifdef MODE_LIGHTSOURCE // transform vertex position into light attenuation/cubemap space // (-1 to +1 across the light box) CubeVector = vec3(ModelToLight * Attrib_Position); # ifdef USEDIFFUSE // transform unnormalized light direction into tangent space // (we use unnormalized to ensure that it interpolates correctly and then // normalize it per pixel) vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); # endif #endif #if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); #endif // transform unnormalized eye direction into tangent space #ifdef USEEYEVECTOR vec3 EyeRelative = EyePosition - Attrib_Position.xyz; EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); #ifdef USEFOG EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); #else EyeVectorFogDepth.w = 0.0; #endif #endif #if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) # ifdef USEFOG VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); # else VectorS = vec4(Attrib_TexCoord1, 0); VectorT = vec4(Attrib_TexCoord2, 0); VectorR = vec4(Attrib_TexCoord3, 0); # endif #else # ifdef USEFOG EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; # endif #endif // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) gl_Position = ModelViewProjectionMatrix * Attrib_Position; #ifdef USESHADOWMAPORTHO ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); #endif #ifdef USEREFLECTION ModelViewProjectionPosition = gl_Position; #endif #ifdef USETRIPPY gl_Position = TrippyVertex(gl_Position); #endif } #endif // VERTEX_SHADER #ifdef FRAGMENT_SHADER #ifdef USEDEFERREDLIGHTMAP uniform myhalf2 PixelToScreenTexCoord; uniform myhalf3 DeferredMod_Diffuse; uniform myhalf3 DeferredMod_Specular; #endif uniform myhalf3 Color_Ambient; uniform myhalf3 Color_Diffuse; uniform myhalf3 Color_Specular; uniform myhalf SpecularPower; #ifdef USEGLOW uniform myhalf3 Color_Glow; #endif uniform myhalf Alpha; #ifdef USEREFLECTION uniform mediump vec4 DistortScaleRefractReflect; uniform mediump vec4 ScreenScaleRefractReflect; uniform mediump vec4 ScreenCenterRefractReflect; uniform mediump vec4 ReflectColor; #endif #ifdef USEREFLECTCUBE uniform highp mat4 ModelToReflectCube; uniform sampler2D Texture_ReflectMask; uniform samplerCube Texture_ReflectCube; #endif #ifdef MODE_LIGHTDIRECTION uniform myhalf3 LightColor; #endif #ifdef MODE_LIGHTSOURCE uniform myhalf3 LightColor; #endif #ifdef USEBOUNCEGRID uniform sampler3D Texture_BounceGrid; uniform float BounceGridIntensity; uniform highp mat4 BounceGridMatrix; #endif uniform highp float ClientTime; #ifdef USENORMALMAPSCROLLBLEND uniform highp vec2 NormalmapScrollBlend; #endif void main(void) { #ifdef USEOFFSETMAPPING // apply offsetmapping vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); # define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) # define TexCoord TexCoordOffset #else # define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) # define TexCoord TexCoordSurfaceLightmap.xy #endif // combine the diffuse textures (base, pants, shirt) myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); #ifdef USEALPHAKILL if (color.a < 0.5) discard; #endif color.a *= Alpha; #ifdef USECOLORMAPPING color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; #endif #ifdef USEVERTEXTEXTUREBLEND #ifdef USEBOTHALPHAS myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); color.rgb = mix(color2.rgb, color.rgb, terrainblend); #else myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); #endif color.a = 1.0; //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); #endif #ifdef USEALPHAGENVERTEX color.a *= VertexColor.a; #endif // get the surface normal #ifdef USEVERTEXTEXTUREBLEND myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); #else myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); #endif // get the material colors myhalf3 diffusetex = color.rgb; #if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) # ifdef USEVERTEXTEXTUREBLEND myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); # else myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); # endif #endif #ifdef USEREFLECTCUBE vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); #endif #ifdef MODE_LIGHTSOURCE // light source #ifdef USEDIFFUSE myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); #ifdef USESPECULAR #ifdef USEEXACTSPECULARMATH myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a); #else myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz))); myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a); #endif color.rgb += glosstex.rgb * (specular * Color_Specular); #endif #else color.rgb = diffusetex * Color_Ambient; #endif color.rgb *= LightColor; color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); #if defined(USESHADOWMAP2D) color.rgb *= ShadowMapCompare(CubeVector); #endif # ifdef USECUBEFILTER color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); # endif #endif // MODE_LIGHTSOURCE #ifdef MODE_LIGHTDIRECTION #define SHADING #ifdef USEDIFFUSE myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); #endif #define lightcolor LightColor #endif // MODE_LIGHTDIRECTION #ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE #define SHADING // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); // convert modelspace light vector to tangentspace myhalf3 lightnormal; lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar // is used (the lightmap and deluxemap coords correspond to virtually random coordinates // on that luxel, and NOT to its center, because recursive triangle subdivision is used // to map the luxels to coordinates on the draw surfaces), which also causes // deluxemaps to be wrong because light contributions from the wrong side of the surface // are added up. To prevent divisions by zero or strong exaggerations, a max() // nudge is done here at expense of some additional fps. This is ONLY needed for // deluxemaps, tangentspace deluxemap avoid this problem by design. lightcolor *= 1.0 / max(0.25, lightnormal.z); #endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE #ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE #define SHADING // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); #endif #if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) #define SHADING // forced deluxemap on lightmapped/vertexlit surfaces myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); #ifdef USELIGHTMAP myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); #else myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); #endif #endif #ifdef MODE_FAKELIGHT #define SHADING myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); myhalf3 lightcolor = cast_myhalf3(1.0); #endif // MODE_FAKELIGHT #ifdef MODE_LIGHTMAP color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); #endif // MODE_LIGHTMAP #ifdef MODE_VERTEXCOLOR color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); #endif // MODE_VERTEXCOLOR #ifdef MODE_FLATCOLOR color.rgb = diffusetex * Color_Ambient; #endif // MODE_FLATCOLOR #ifdef SHADING # ifdef USEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); # ifdef USESPECULAR # ifdef USEEXACTSPECULARMATH myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a); # else myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz))); myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a); # endif color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; # else color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); # endif # else color.rgb = diffusetex * Color_Ambient; # endif #endif #ifdef USESHADOWMAPORTHO color.rgb *= ShadowMapCompare(ShadowMapTC); #endif #ifdef USEDEFERREDLIGHTMAP vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; // color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); #endif #ifdef USEBOUNCEGRID #ifdef USEBOUNCEGRIDDIRECTIONAL // myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); // myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); // bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); myhalf3 bouncegrid_light = cast_myhalf3( dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; // color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); #else color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; #endif #endif #ifdef USEGLOW #ifdef USEVERTEXTEXTUREBLEND color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; #else color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; #endif #endif #ifdef USEFOG color.rgb = FogVertex(color); #endif // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness #ifdef USEREFLECTION vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; #ifdef USENORMALMAPSCROLLBLEND # ifdef USEOFFSETMAPPING vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); # else vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); # endif normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; #else vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; #endif // FIXME temporary hack to detect the case that the reflection // gets blackened at edges due to leaving the area that contains actual // content. // RemovePlaying demo demos/demo1.dem. Host_Mingled: time stepped forward (went from 0.000000 to 1363996717.188938, difference 1363996717.188938) <-- server to client keepalive this 'ack once we have a better way to stop this thing from // 'appening. float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); #endif dp_FragColor = vec4(color); } #endif // FRAGMENT_SHADER #endif // !MODE_DEFERREDLIGHTSOURCE #endif // !MODE_DEFERREDGEOMETRY #endif // !MODE_WATER #endif // !MODE_REFRACTION #endif // !MODE_BLOOMBLUR #endif // !MODE_GENERIC #endif // !MODE_POSTPROCESS #endif // !MODE_SHOWDEPTH #endif // !MODE_DEPTH_OR_SHADOW [vertex shader] #version 130 #define GLSL130 #define VERTEX_SHADER #define MODE_GENERIC #define USEDIFFUSE #define USEVIEWTINT #define USECOLORMAPPING #define USESHADOWMAPPCF 1 // ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader // written by Forest 'LordHavoc' Hale // shadowmapping enhancements by Lee 'eihrul' Salzman #ifdef GLSL130 precision highp float; # ifdef VERTEX_SHADER # define dp_varying out # define dp_attribute in # endif # ifdef FRAGMENT_SHADER out vec4 dp_FragColor; # define dp_varying in # define dp_attribute in # endif # define dp_offsetmapping_dFdx dFdx # define dp_offsetmapping_dFdy dFdy # define dp_textureGrad textureGrad # define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d)) # define dp_texture2D texture # define dp_texture3D texture # define dp_textureCube texture # define dp_shadow2D(a,b) float(texture(a,b)) #else # ifdef FRAGMENT_SHADER # define dp_FragColor gl_FragColor # endif # define dp_varying varying # define dp_attribute attribute # define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0) # define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0) # define dp_textureGrad(a,b,c,d) texture2D(a,b) # define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d)) # define dp_texture2D texture2D # define dp_texture3D texture3D # define dp_textureCube textureCube # define dp_shadow2D(a,b) float(shadow2D(a,b)) #endif // GL ES and GLSL130 shaders use precision modifiers, standard GL does not // in GLSL130 we don't use them though because of syntax differences (can't use precision with inout) #ifndef GL_ES #define lowp #define mediump #define highp #endif #ifdef USEDEPTHRGB // for 565 RGB we'd need to use different multipliers #define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0)) #define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0))) #endif #ifdef VERTEX_SHADER dp_attribute vec4 Attrib_Position; // vertex dp_attribute vec4 Attrib_Color; // color dp_attribute vec4 Attrib_TexCoord0; // material texcoords dp_attribute vec3 Attrib_TexCoord1; // svector dp_attribute vec3 Attrib_TexCoord2; // tvector dp_attribute vec3 Attrib_TexCoord3; // normal dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords #endif dp_varying mediump vec4 VertexColor; #if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) # define USEFOG #endif #if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) # define USELIGHTMAP #endif #if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG) # define USEEYEVECTOR #endif #ifdef USESHADOWMAP2D # ifdef GL_EXT_gpu_shader4 # extension GL_EXT_gpu_shader4 : enable # endif # ifdef GL_ARB_texture_gather # extension GL_ARB_texture_gather : enable # else # ifdef GL_AMD_texture_texture4 # extension GL_AMD_texture_texture4 : enable # endif # endif #endif //#ifdef USESHADOWSAMPLER //# extension GL_ARB_shadow : enable //#endif //#ifdef __GLSL_CG_DATA_TYPES //# define myhalf half //# define myhalf2 half2 //# define myhalf3 half3 //# define myhalf4 half4 //# define cast_myhalf half //# define cast_myhalf2 half2 //# define cast_myhalf3 half3 //# define cast_myhalf4 half4 //#else # define myhalf mediump float # define myhalf2 mediump vec2 # define myhalf3 mediump vec3 # define myhalf4 mediump vec4 # define cast_myhalf float # define cast_myhalf2 vec2 # define cast_myhalf3 vec3 # define cast_myhalf4 vec4 //#endif #ifdef VERTEX_SHADER uniform highp mat4 ModelViewProjectionMatrix; #endif #ifdef VERTEX_SHADER #ifdef USETRIPPY // LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE // tweaked scale uniform highp float ClientTime; vec4 TrippyVertex(vec4 position) { float worldTime = ClientTime; // tweaked for Quake worldTime *= 10.0; position *= 0.125; //~tweaked for Quake float distanceSquared = (position.x * position.x + position.z * position.z); position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0); float y = position.y; float x = position.x; float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0); position.y = x*sin(om)+y*cos(om); position.x = x*cos(om)-y*sin(om); return position; } #endif #endif #ifdef MODE_DEPTH_OR_SHADOW dp_varying highp float Depth; #ifdef VERTEX_SHADER void main(void) { gl_Position = ModelViewProjectionMatrix * Attrib_Position; #ifdef USETRIPPY gl_Position = TrippyVertex(gl_Position); #endif Depth = gl_Position.z; } #endif #ifdef FRAGMENT_SHADER void main(void) { #ifdef USEDEPTHRGB dp_FragColor = encodedepthmacro(Depth); #else dp_FragColor = vec4(1.0,1.0,1.0,1.0); #endif } #endif #else // !MODE_DEPTH_ORSHADOW #ifdef MODE_SHOWDEPTH #ifdef VERTEX_SHADER void main(void) { gl_Position = ModelViewProjectionMatrix * Attrib_Position; VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0); #ifdef USETRIPPY gl_Position = TrippyVertex(gl_Position); #endif } #endif #ifdef FRAGMENT_SHADER void main(void) { dp_FragColor = VertexColor; } #endif #else // !MODE_SHOWDEPTH #ifdef MODE_POSTPROCESS dp_varying mediump vec2 TexCoord1; dp_varying mediump vec2 TexCoord2; #ifdef VERTEX_SHADER void main(void) { gl_Position = ModelViewProjectionMatrix * Attrib_Position; TexCoord1 = Attrib_TexCoord0.xy; #ifdef USEBLOOM TexCoord2 = Attrib_TexCoord4.xy; #endif } #endif #ifdef FRAGMENT_SHADER uniform sampler2D Texture_First; #ifdef USEBLOOM uniform sampler2D Texture_Second; uniform mediump vec4 BloomColorSubtract; #endif #ifdef USEGAMMARAMPS uniform sampler2D Texture_GammaRamps; #endif #ifdef USESATURATION uniform mediump float Saturation; #endif #ifdef USEVIEWTINT uniform mediump vec4 ViewTintColor; #endif //uncomment these if you want to use them: uniform mediump vec4 UserVec1; uniform mediump vec4 UserVec2; // uniform mediump vec4 UserVec3; // uniform mediump vec4 UserVec4; // uniform highp float ClientTime; uniform mediump vec2 PixelSize; void main(void) { dp_FragColor = dp_texture2D(Texture_First, TexCoord1); #ifdef USEBLOOM dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); #endif #ifdef USEVIEWTINT dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a); #endif #ifdef USEPOSTPROCESSING // do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want // this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component float sobel = 1.0; // vec2 ts = textureSize(Texture_First, 0); // vec2 px = vec2(1/ts.x, 1/ts.y); vec2 px = PixelSize; vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; dp_FragColor /= (1.0 + 5.0 * UserVec1.y); dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; #endif #ifdef USESATURATION //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114)); // 'vampire sight' effect, wheres red is compensated #ifdef SATURATION_REDCOMPENSATE float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation)); dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); dp_FragColor.r += rboost; #else // normal desaturation //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation; dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation); #endif #endif #ifdef USEGAMMARAMPS dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; #endif } #endif #else // !MODE_POSTPROCESS #ifdef MODE_GENERIC #ifdef USEDIFFUSE dp_varying mediump vec2 TexCoord1; #endif #ifdef USESPECULAR dp_varying mediump vec2 TexCoord2; #endif #ifdef VERTEX_SHADER void main(void) { VertexColor = Attrib_Color; #ifdef USEDIFFUSE TexCoord1 = Attrib_TexCoord0.xy; #endif #ifdef USESPECULAR TexCoord2 = Attrib_TexCoord1.xy; #endif gl_Position = ModelViewProjectionMatrix * Attrib_Position; #ifdef USETRIPPY gl_Position = TrippyVertex(gl_Position); #endif } #endif #ifdef FRAGMENT_SHADER #ifdef USEDIFFUSE uniform sampler2D Texture_First; #endif #ifdef USESPECULAR uniform sampler2D Texture_Second; #endif #ifdef USEGAMMARAMPS uniform sampler2D Texture_GammaRamps; #endif void main(void) { #ifdef USEVIEWTINT dp_FragColor = VertexColor; #else dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0); #endif #ifdef USEDIFFUSE # ifdef USEREFLECTCUBE // suppress texture alpha dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb; # else dp_FragColor *= dp_texture2D(Texture_First, TexCoord1); # endif #endif #ifdef USESPECULAR vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2); # ifdef USECOLORMAPPING dp_FragColor *= tex2; # endif # ifdef USEGLOW dp_FragColor += tex2; # endif # ifdef USEVERTEXTEXTUREBLEND dp_FragColor = mix(dp_FragColor, tex2, tex2.a); # endif #endif #ifdef USEGAMMARAMPS dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r; dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g; dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b; #endif } #endif #else // !MODE_GENERIC #ifdef MODE_BLOOMBLUR dp_varying mediump vec2 TexCoord; #ifdef VERTEX_SHADER void main(void) { VertexColor = Attrib_Color; TexCoord = Attrib_TexCoord0.xy; gl_Position = ModelViewProjectionMatrix * Attrib_Position; } #endif #ifdef FRAGMENT_SHADER uniform sampler2D Texture_First; uniform mediump vec4 BloomBlur_Parameters; void main(void) { int i; vec2 tc = TexCoord; vec3 color = dp_texture2D(Texture_First, tc).rgb; tc += BloomBlur_Parameters.xy; for (i = 1;i < SAMPLES;i++) { color += dp_texture2D(Texture_First, tc).rgb; tc += BloomBlur_Parameters.xy; } dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); } #endif #else // !MODE_BLOOMBLUR #ifdef MODE_REFRACTION dp_varying mediump vec2 TexCoord; dp_varying highp vec4 ModelViewProjectionPosition; uniform highp mat4 TexMatrix; #ifdef VERTEX_SHADER void main(void) { #ifdef USEALPHAGENVERTEX VertexColor = Attrib_Color; #endif TexCoord = vec2(TexMatrix * Attrib_TexCoord0); gl_Position = ModelViewProjectionMatrix * Attrib_Position; ModelViewProjectionPosition = gl_Position; #ifdef USETRIPPY gl_Position = TrippyVertex(gl_Position); #endif } #endif #ifdef FRAGMENT_SHADER uniform sampler2D Texture_Normal; uniform sampler2D Texture_Refraction; uniform mediump vec4 DistortScaleRefractReflect; uniform mediump vec4 ScreenScaleRefractReflect; uniform mediump vec4 ScreenCenterRefractReflect; uniform mediump vec4 RefractColor; uniform mediump vec4 ReflectColor; uniform highp float ClientTime; #ifdef USENORMALMAPSCROLLBLEND uniform highp vec2 NormalmapScrollBlend; #endif void main(void) { vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; #ifdef USEALPHAGENVERTEX vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a; vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); #else vec2 distort = DistortScaleRefractReflect.xy; vec4 refractcolor = RefractColor; #endif #ifdef USENORMALMAPSCROLLBLEND vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort; #else vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort; #endif // FIXME temporary hack to detect the case that the reflection // gets blackened at edges due to leaving the area that contains actual // content. // Remove this 'ack once we have a better way to stop this thing from // 'appening. float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor; } #endif #else // !MODE_REFRACTION #ifdef MODE_WATER dp_varying mediump vec2 TexCoord; dp_varying highp vec3 EyeVector; dp_varying highp vec4 ModelViewProjectionPosition; #ifdef VERTEX_SHADER uniform highp vec3 EyePosition; uniform highp mat4 TexMatrix; void main(void) { #ifdef USEALPHAGENVERTEX VertexColor = Attrib_Color; #endif TexCoord = vec2(TexMatrix * Attrib_TexCoord0); vec3 EyeRelative = EyePosition - Attrib_Position.xyz; EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz); EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz); EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz); gl_Position = ModelViewProjectionMatrix * Attrib_Position; ModelViewProjectionPosition = gl_Position; #ifdef USETRIPPY gl_Position = TrippyVertex(gl_Position); #endif } #endif #ifdef FRAGMENT_SHADER uniform sampler2D Texture_Normal; uniform sampler2D Texture_Refraction; uniform sampler2D Texture_Reflection; uniform mediump vec4 DistortScaleRefractReflect; uniform mediump vec4 ScreenScaleRefractReflect; uniform mediump vec4 ScreenCenterRefractReflect; uniform mediump vec4 RefractColor; uniform mediump vec4 ReflectColor; uniform mediump float ReflectFactor; uniform mediump float ReflectOffset; uniform highp float ClientTime; #ifdef USENORMALMAPSCROLLBLEND uniform highp vec2 NormalmapScrollBlend; #endif void main(void) { vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); // slight water animation via 2 layer scrolling (todo: tweak) #ifdef USEALPHAGENVERTEX vec4 distort = DistortScaleRefractReflect * VertexColor.a; float reflectoffset = ReflectOffset * VertexColor.a; float reflectfactor = ReflectFactor * VertexColor.a; vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a); #else vec4 distort = DistortScaleRefractReflect; float reflectoffset = ReflectOffset; float reflectfactor = ReflectFactor; vec4 refractcolor = RefractColor; #endif #ifdef USENORMALMAPSCROLLBLEND vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort; #else vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort; #endif // FIXME temporary hack to detect the case that the reflection // gets blackened at edges due to leaving the area that contains actual // content. // Remove this 'ack once we have a better way to stop this thing from // 'appening. float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002); f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002); f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002); f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002); ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002); f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002); f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002); f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002); ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset; dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel); } #endif #else // !MODE_WATER // common definitions between vertex shader and fragment shader: dp_varying mediump vec4 TexCoordSurfaceLightmap; #ifdef USEVERTEXTEXTUREBLEND dp_varying mediump vec2 TexCoord2; #endif #ifdef MODE_LIGHTSOURCE dp_varying mediump vec3 CubeVector; #endif #if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) dp_varying mediump vec3 LightVector; #endif #ifdef USEEYEVECTOR dp_varying highp vec4 EyeVectorFogDepth; #endif #if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent) dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal) dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal) #else # ifdef USEFOG dp_varying highp vec3 EyeVectorModelSpace; # endif #endif #ifdef USEREFLECTION dp_varying highp vec4 ModelViewProjectionPosition; #endif #ifdef MODE_DEFERREDLIGHTSOURCE uniform highp vec3 LightPosition; dp_varying highp vec4 ModelViewPosition; #endif #ifdef MODE_LIGHTSOURCE uniform highp vec3 LightPosition; #endif uniform highp vec3 EyePosition; #ifdef MODE_LIGHTDIRECTION uniform highp vec3 LightDir; #endif uniform highp vec4 FogPlane; #ifdef USESHADOWMAPORTHO dp_varying highp vec3 ShadowMapTC; #endif #ifdef USEBOUNCEGRID dp_varying highp vec3 BounceGridTexCoord; #endif #ifdef MODE_DEFERREDGEOMETRY dp_varying highp float Depth; #endif // TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on // fragment shader specific: #ifdef FRAGMENT_SHADER uniform sampler2D Texture_Normal; uniform sampler2D Texture_Color; uniform sampler2D Texture_Gloss; #ifdef USEGLOW uniform sampler2D Texture_Glow; #endif #ifdef USEVERTEXTEXTUREBLEND uniform sampler2D Texture_SecondaryNormal; uniform sampler2D Texture_SecondaryColor; uniform sampler2D Texture_SecondaryGloss; #ifdef USEGLOW uniform sampler2D Texture_SecondaryGlow; #endif #endif #ifdef USECOLORMAPPING uniform sampler2D Texture_Pants; uniform sampler2D Texture_Shirt; #endif #ifdef USEFOG #ifdef USEFOGHEIGHTTEXTURE uniform sampler2D Texture_FogHeightTexture; #endif uniform sampler2D Texture_FogMask; #endif #ifdef USELIGHTMAP uniform sampler2D Texture_Lightmap; #endif #if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) uniform sampler2D Texture_Deluxemap; #endif #ifdef USEREFLECTION uniform sampler2D Texture_Reflection; #endif #ifdef MODE_DEFERREDLIGHTSOURCE uniform sampler2D Texture_ScreenNormalMap; #endif #ifdef USEDEFERREDLIGHTMAP uniform sampler2D Texture_ScreenDiffuse; uniform sampler2D Texture_ScreenSpecular; #endif uniform mediump vec3 Color_Pants; uniform mediump vec3 Color_Shirt; uniform mediump vec3 FogColor; #ifdef USEFOG uniform highp float FogRangeRecip; uniform highp float FogPlaneViewDist; uniform highp float FogHeightFade; vec3 FogVertex(vec4 surfacecolor) { #if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w); #endif float FogPlaneVertexDist = EyeVectorFogDepth.w; float fogfrac; vec3 fc = FogColor; #ifdef USEFOGALPHAHACK fc *= surfacecolor.a; #endif #ifdef USEFOGHEIGHTTEXTURE vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); fogfrac = fogheightpixel.a; return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); #else # ifdef USEFOGOUTSIDE fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); # else fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); # endif return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); #endif } #endif #ifdef USEOFFSETMAPPING uniform mediump vec4 OffsetMapping_ScaleSteps; uniform mediump float OffsetMapping_Bias; #ifdef USEOFFSETMAPPING_LOD uniform mediump float OffsetMapping_LodDistance; #endif vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy) { float i; // distance-based LOD #ifdef USEOFFSETMAPPING_LOD mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z); mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor); #else #define ScaleSteps OffsetMapping_ScaleSteps #endif #ifdef USEOFFSETMAPPING_RELIEFMAPPING float f; // 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(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1); //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1); vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1); vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1); OffsetVector *= ScaleSteps.z; for(i = 1.0; i < ScaleSteps.y; ++i) RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z); for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5) RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f); return RT.xy; #else // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1)); //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1)); vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1)); OffsetVector *= ScaleSteps.z; for(i = 0.0; i < ScaleSteps.y; ++i) TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a); return TexCoord; #endif } #endif // USEOFFSETMAPPING #if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) uniform sampler2D Texture_Attenuation; uniform samplerCube Texture_Cube; #endif #if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) #ifdef USESHADOWMAP2D # ifdef USESHADOWSAMPLER uniform sampler2DShadow Texture_ShadowMap2D; # else uniform sampler2D Texture_ShadowMap2D; # endif #endif #ifdef USESHADOWMAPVSDCT uniform samplerCube Texture_CubeProjection; #endif #if defined(USESHADOWMAP2D) uniform mediump vec2 ShadowMap_TextureScale; uniform mediump vec4 ShadowMap_Parameters; #endif #if defined(USESHADOWMAP2D) # ifdef USESHADOWMAPORTHO # define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz)) # else # ifdef USESHADOWMAPVSDCT vec3 GetShadowMapTC2D(vec3 dir) { vec3 adir = abs(dir); float m = max(max(adir.x, adir.y), adir.z); vec4 proj = dp_textureCube(Texture_CubeProjection, dir); #ifdef USEDEPTHRGB return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); #else vec2 mparams = ShadowMap_Parameters.xy / m; return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); #endif } # else vec3 GetShadowMapTC2D(vec3 dir) { vec3 adir = abs(dir); float m; vec4 proj; if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); } if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); } #ifdef USEDEPTHRGB return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w); #else vec2 mparams = ShadowMap_Parameters.xy / m; return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w); #endif } # endif # endif #endif // defined(USESHADOWMAP2D) # ifdef USESHADOWMAP2D float ShadowMapCompare(vec3 dir) { vec3 shadowmaptc = GetShadowMapTC2D(dir); float f; # ifdef USEDEPTHRGB # ifdef USESHADOWMAPPCF # define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)) # if USESHADOWMAPPCF > 1 vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); center *= ShadowMap_TextureScale; vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); vec4 cols = row2 + row3 + mix(row1, row4, offset.y); f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); # else vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy); vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); vec3 cols = row2 + mix(row1, row3, offset.y); f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); # endif # else f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale))); # endif # else # ifdef USESHADOWSAMPLER # ifdef USESHADOWMAPPCF # define texval(x, y) dp_shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)) vec2 center = shadowmaptc.xy*ShadowMap_TextureScale; f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4))); # else f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)); # endif # else # ifdef USESHADOWMAPPCF # if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) # ifdef GL_ARB_texture_gather # define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) # else # define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale) # endif vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale; # if USESHADOWMAPPCF > 1 vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); vec4 locols = vec4(group1.ab, group3.ab); vec4 hicols = vec4(group7.rg, group9.rg); locols.yz += group2.ab; hicols.yz += group8.rg; vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + mix(locols, hicols, offset.y); vec4 cols = group5 + vec4(group2.rg, group8.ab); cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); f = dot(cols, vec4(1.0/25.0)); # else vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); # endif # else # ifdef GL_EXT_gpu_shader4 # define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r # else # define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r # endif # if USESHADOWMAPPCF > 1 vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); center *= ShadowMap_TextureScale; vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); vec4 cols = row2 + row3 + mix(row1, row4, offset.y); f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); # else vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy); vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); vec3 cols = row2 + mix(row1, row3, offset.y); f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); # endif # endif # else f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r); # endif # endif # endif # ifdef USESHADOWMAPORTHO return mix(ShadowMap_Parameters.w, 1.0, f); # else return f; # endif } # endif #endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) #endif // FRAGMENT_SHADER #ifdef MODE_DEFERREDGEOMETRY #ifdef VERTEX_SHADER uniform highp mat4 TexMatrix; #ifdef USEVERTEXTEXTUREBLEND uniform highp mat4 BackgroundTexMatrix; #endif uniform highp mat4 ModelViewMatrix; void main(void) { TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); #ifdef USEVERTEXTEXTUREBLEND VertexColor = Attrib_Color; TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); #endif // transform unnormalized eye direction into tangent space #ifdef USEOFFSETMAPPING vec3 EyeRelative = EyePosition - Attrib_Position.xyz; EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); EyeVectorFogDepth.w = 0.0; #endif VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)); VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)); VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)); gl_Position = ModelViewProjectionMatrix * Attrib_Position; #ifdef USETRIPPY gl_Position = TrippyVertex(gl_Position); #endif Depth = (ModelViewMatrix * Attrib_Position).z; } #endif // VERTEX_SHADER #ifdef FRAGMENT_SHADER void main(void) { #ifdef USEOFFSETMAPPING // apply offsetmapping vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); # define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) #else # define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) #endif #ifdef USEALPHAKILL if (offsetMappedTexture2D(Texture_Color).a < 0.5) discard; #endif #ifdef USEVERTEXTEXTUREBLEND float alpha = offsetMappedTexture2D(Texture_Color).a; float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0)); //float terrainblend = float(VertexColor.a) * alpha > 0.5; #endif #ifdef USEVERTEXTEXTUREBLEND vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5); float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend); #else vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5); float a = offsetMappedTexture2D(Texture_Gloss).a; #endif vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz); dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a); } #endif // FRAGMENT_SHADER #else // !MODE_DEFERREDGEOMETRY #ifdef MODE_DEFERREDLIGHTSOURCE #ifdef VERTEX_SHADER uniform highp mat4 ModelViewMatrix; void main(void) { ModelViewPosition = ModelViewMatrix * Attrib_Position; gl_Position = ModelViewProjectionMatrix * Attrib_Position; } #endif // VERTEX_SHADER #ifdef FRAGMENT_SHADER uniform highp mat4 ViewToLight; // ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); uniform highp vec2 ScreenToDepth; uniform myhalf3 DeferredColor_Ambient; uniform myhalf3 DeferredColor_Diffuse; #ifdef USESPECULAR uniform myhalf3 DeferredColor_Specular; uniform myhalf SpecularPower; #endif uniform myhalf2 PixelToScreenTexCoord; void main(void) { // calculate viewspace pixel position vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; vec3 position; // get the geometry information (depth, normal, specular exponent) myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord); // decode viewspace pixel normal // myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5)); myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg))); // decode viewspace pixel position // position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord)); position.z = normalmap.b; // position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); // now do the actual shading // surfacenormal = pixel normal in viewspace // LightVector = pixel to light in viewspace // CubeVector = pixel in lightspace // eyevector = pixel to view in viewspace vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); #ifdef USEDIFFUSE // calculate diffuse shading myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position)); myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); #endif #ifdef USESPECULAR // calculate directional shading vec3 eyevector = position * -1.0; # ifdef USEEXACTSPECULARMATH myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 1.0 + SpecularPower * normalmap.a); # else myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(eyevector))); myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * normalmap.a); # endif #endif #if defined(USESHADOWMAP2D) fade *= ShadowMapCompare(CubeVector); #endif #ifdef USESPECULAR gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); # ifdef USECUBEFILTER vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; gl_FragData[0].rgb *= cubecolor; gl_FragData[1].rgb *= cubecolor; # endif #else # ifdef USEDIFFUSE gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); # else gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0); # endif # ifdef USECUBEFILTER vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb; gl_FragColor.rgb *= cubecolor; # endif #endif } #endif // FRAGMENT_SHADER #else // !MODE_DEFERREDLIGHTSOURCE #ifdef VERTEX_SHADER uniform highp mat4 TexMatrix; #ifdef USEVERTEXTEXTUREBLEND uniform highp mat4 BackgroundTexMatrix; #endif #ifdef MODE_LIGHTSOURCE uniform highp mat4 ModelToLight; #endif #ifdef USESHADOWMAPORTHO uniform highp mat4 ShadowMapMatrix; #endif #ifdef USEBOUNCEGRID uniform highp mat4 BounceGridMatrix; #endif void main(void) { #if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX) VertexColor = Attrib_Color; #endif // copy the surface texcoord #ifdef USELIGHTMAP TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy); #else TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0); #endif #ifdef USEVERTEXTEXTUREBLEND TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0); #endif #ifdef USEBOUNCEGRID BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position); #ifdef USEBOUNCEGRIDDIRECTIONAL BounceGridTexCoord.z *= 0.125; #endif #endif #ifdef MODE_LIGHTSOURCE // transform vertex position into light attenuation/cubemap space // (-1 to +1 across the light box) CubeVector = vec3(ModelToLight * Attrib_Position); # ifdef USEDIFFUSE // transform unnormalized light direction into tangent space // (we use unnormalized to ensure that it interpolates correctly and then // normalize it per pixel) vec3 lightminusvertex = LightPosition - Attrib_Position.xyz; LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz); LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz); LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz); # endif #endif #if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz); LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz); LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz); #endif // transform unnormalized eye direction into tangent space #ifdef USEEYEVECTOR vec3 EyeRelative = EyePosition - Attrib_Position.xyz; EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz); EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz); EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz); #ifdef USEFOG EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position); #else EyeVectorFogDepth.w = 0.0; #endif #endif #if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) # ifdef USEFOG VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x); VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y); VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z); # else VectorS = vec4(Attrib_TexCoord1, 0); VectorT = vec4(Attrib_TexCoord2, 0); VectorR = vec4(Attrib_TexCoord3, 0); # endif #else # ifdef USEFOG EyeVectorModelSpace = EyePosition - Attrib_Position.xyz; # endif #endif // transform vertex to clipspace (post-projection, but before perspective divide by W occurs) gl_Position = ModelViewProjectionMatrix * Attrib_Position; #ifdef USESHADOWMAPORTHO ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); #endif #ifdef USEREFLECTION ModelViewProjectionPosition = gl_Position; #endif #ifdef USETRIPPY gl_Position = TrippyVertex(gl_Position); #endif } #endif // VERTEX_SHADER #ifdef FRAGMENT_SHADER #ifdef USEDEFERREDLIGHTMAP uniform myhalf2 PixelToScreenTexCoord; uniform myhalf3 DeferredMod_Diffuse; uniform myhalf3 DeferredMod_Specular; #endif uniform myhalf3 Color_Ambient; uniform myhalf3 Color_Diffuse; uniform myhalf3 Color_Specular; uniform myhalf SpecularPower; #ifdef USEGLOW uniform myhalf3 Color_Glow; #endif uniform myhalf Alpha; #ifdef USEREFLECTION uniform mediump vec4 DistortScaleRefractReflect; uniform mediump vec4 ScreenScaleRefractReflect; uniform mediump vec4 ScreenCenterRefractReflect; uniform mediump vec4 ReflectColor; #endif #ifdef USEREFLECTCUBE uniform highp mat4 ModelToReflectCube; uniform sampler2D Texture_ReflectMask; uniform samplerCube Texture_ReflectCube; #endif #ifdef MODE_LIGHTDIRECTION uniform myhalf3 LightColor; #endif #ifdef MODE_LIGHTSOURCE uniform myhalf3 LightColor; #endif #ifdef USEBOUNCEGRID uniform sampler3D Texture_BounceGrid; uniform float BounceGridIntensity; uniform highp mat4 BounceGridMatrix; #endif uniform highp float ClientTime; #ifdef USENORMALMAPSCROLLBLEND uniform highp vec2 NormalmapScrollBlend; #endif void main(void) { #ifdef USEOFFSETMAPPING // apply offsetmapping vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy); vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy); vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy); # define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy) # define TexCoord TexCoordOffset #else # define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy) # define TexCoord TexCoordSurfaceLightmap.xy #endif // combine the diffuse textures (base, pants, shirt) myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color)); #ifdef USEALPHAKILL if (color.a < 0.5) discard; #endif color.a *= Alpha; #ifdef USECOLORMAPPING color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt; #endif #ifdef USEVERTEXTEXTUREBLEND #ifdef USEBOTHALPHAS myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2)); myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0)); color.rgb = mix(color2.rgb, color.rgb, terrainblend); #else myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0)); //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0)); //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5; color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); #endif color.a = 1.0; //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend); #endif #ifdef USEALPHAGENVERTEX color.a *= VertexColor.a; #endif // get the surface normal #ifdef USEVERTEXTEXTUREBLEND myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5)); #else myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5)); #endif // get the material colors myhalf3 diffusetex = color.rgb; #if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) # ifdef USEVERTEXTEXTUREBLEND myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend); # else myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)); # endif #endif #ifdef USEREFLECTCUBE vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal); vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz; vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); #endif #ifdef MODE_LIGHTSOURCE // light source #ifdef USEDIFFUSE myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); #ifdef USESPECULAR #ifdef USEEXACTSPECULARMATH myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a); #else myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz))); myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a); #endif color.rgb += glosstex.rgb * (specular * Color_Specular); #endif #else color.rgb = diffusetex * Color_Ambient; #endif color.rgb *= LightColor; color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); #if defined(USESHADOWMAP2D) color.rgb *= ShadowMapCompare(CubeVector); #endif # ifdef USECUBEFILTER color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector)); # endif #endif // MODE_LIGHTSOURCE #ifdef MODE_LIGHTDIRECTION #define SHADING #ifdef USEDIFFUSE myhalf3 lightnormal = cast_myhalf3(normalize(LightVector)); #endif #define lightcolor LightColor #endif // MODE_LIGHTDIRECTION #ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE #define SHADING // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); // convert modelspace light vector to tangentspace myhalf3 lightnormal; lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS)); lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT)); lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR)); lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar // is used (the lightmap and deluxemap coords correspond to virtually random coordinates // on that luxel, and NOT to its center, because recursive triangle subdivision is used // to map the luxels to coordinates on the draw surfaces), which also causes // deluxemaps to be wrong because light contributions from the wrong side of the surface // are added up. To prevent divisions by zero or strong exaggerations, a max() // nudge is done here at expense of some additional fps. This is ONLY needed for // deluxemaps, tangentspace deluxemap avoid this problem by design. lightcolor *= 1.0 / max(0.25, lightnormal.z); #endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE #ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE #define SHADING // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0); myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); #endif #if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) #define SHADING // forced deluxemap on lightmapped/vertexlit surfaces myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0); #ifdef USELIGHTMAP myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)); #else myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb); #endif #endif #ifdef MODE_FAKELIGHT #define SHADING myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz)); myhalf3 lightcolor = cast_myhalf3(1.0); #endif // MODE_FAKELIGHT #ifdef MODE_LIGHTMAP color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse); #endif // MODE_LIGHTMAP #ifdef MODE_VERTEXCOLOR color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse); #endif // MODE_VERTEXCOLOR #ifdef MODE_FLATCOLOR color.rgb = diffusetex * Color_Ambient; #endif // MODE_FLATCOLOR #ifdef SHADING # ifdef USEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); # ifdef USESPECULAR # ifdef USEEXACTSPECULARMATH myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a); # else myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz))); myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a); # endif color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; # else color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); # endif # else color.rgb = diffusetex * Color_Ambient; # endif #endif #ifdef USESHADOWMAPORTHO color.rgb *= ShadowMapCompare(ShadowMapTC); #endif #ifdef USEDEFERREDLIGHTMAP vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; // color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001); #endif #ifdef USEBOUNCEGRID #ifdef USEBOUNCEGRIDDIRECTIONAL // myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )); // myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0); myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250))); myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375))); myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500))); myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625))); myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750))); myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875))); myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz)); myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir); myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir); // bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0); myhalf3 bouncegrid_light = cast_myhalf3( dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn), dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn), dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn)); color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity; // color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5); #else color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity; #endif #endif #ifdef USEGLOW #ifdef USEVERTEXTEXTUREBLEND color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow; #else color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow; #endif #endif #ifdef USEFOG color.rgb = FogVertex(color); #endif // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness #ifdef USEREFLECTION vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; #ifdef USENORMALMAPSCROLLBLEND # ifdef USEOFFSETMAPPING vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0); # else vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0); # endif normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb; vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw; #else vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; #endif // FIXME temporary hack to detect the case that the reflection // gets blackened at edges due to leaving the area that contains actual // content. // Remove this 'ack once we have a better way to stop this thing from // 'appening. float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); #endif dp_FragColor = vec4(color); } #endif // FRAGMENT_SHADER #endif // !MODE_DEFERREDLIGHTSOURCE #endif // !MODE_DEFERREDGEOMETRY #endif // !MODE_WATER #endif // !MODE_REFRACTION #endif // !MODE_BLOOMBLUR #endif // !MODE_GENERIC #endif // !MODE_POSTPROCESS #endif // !MODE_SHOWDEPTH #endif // !MODE_DEPTH_OR_SHADOW