[require] GLSL >= 1.10 [fragment shader] #define FRAGMENT_SHADER #define APPLY_LIGHTSTYLE0 #define APPLY_FBLIGHTMAP // Warsow GLSL shader #if !defined(__GLSL_CG_DATA_TYPES) #define myhalf float #define myhalf2 vec2 #define myhalf3 vec3 #define myhalf4 vec4 #else #define myhalf half #define myhalf2 half2 #define myhalf3 half3 #define myhalf4 half4 #endif varying vec2 TexCoord; #ifdef APPLY_LIGHTSTYLE0 varying vec4 LightmapTexCoord01; #ifdef APPLY_LIGHTSTYLE2 varying vec4 LightmapTexCoord23; #endif #endif #if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) varying vec3 EyeVector; #endif #ifdef APPLY_DIRECTIONAL_LIGHT varying vec3 LightVector; #endif varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) #ifdef VERTEX_SHADER // Vertex shader uniform vec3 EyeOrigin; #ifdef APPLY_DIRECTIONAL_LIGHT uniform vec3 LightDir; #endif void main() { gl_FrontColor = gl_Color; TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); #ifdef APPLY_LIGHTSTYLE0 LightmapTexCoord01.st = gl_MultiTexCoord4.st; #ifdef APPLY_LIGHTSTYLE1 LightmapTexCoord01.pq = gl_MultiTexCoord5.st; #ifdef APPLY_LIGHTSTYLE2 LightmapTexCoord23.st = gl_MultiTexCoord6.st; #ifdef APPLY_LIGHTSTYLE3 LightmapTexCoord23.pq = gl_MultiTexCoord7.st; #endif #endif #endif #endif strMatrix[0] = gl_MultiTexCoord1.xyz; strMatrix[2] = gl_Normal.xyz; strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); #if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; EyeVector = EyeVectorWorld * strMatrix; #endif #ifdef APPLY_DIRECTIONAL_LIGHT LightVector = LightDir * strMatrix; #endif gl_Position = ftransform (); #ifdef APPLY_CLIPPING #ifdef __GLSL_CG_DATA_TYPES gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; #endif #endif } #endif // VERTEX_SHADER #ifdef FRAGMENT_SHADER // Fragment shader #ifdef APPLY_LIGHTSTYLE0 uniform sampler2D LightmapTexture0; uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord uniform myhalf3 lsColor0; // lightstyle color #ifdef APPLY_LIGHTSTYLE1 uniform sampler2D LightmapTexture1; uniform float DeluxemapOffset1; uniform myhalf3 lsColor1; #ifdef APPLY_LIGHTSTYLE2 uniform sampler2D LightmapTexture2; uniform float DeluxemapOffset2; uniform myhalf3 lsColor2; #ifdef APPLY_LIGHTSTYLE3 uniform sampler2D LightmapTexture3; uniform float DeluxemapOffset3; uniform myhalf3 lsColor3; #endif #endif #endif #endif uniform sampler2D BaseTexture; uniform sampler2D NormalmapTexture; uniform sampler2D GlossTexture; #ifdef APPLY_DECAL uniform sampler2D DecalTexture; #endif #if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) uniform float OffsetMappingScale; #endif uniform myhalf3 LightAmbient; #ifdef APPLY_DIRECTIONAL_LIGHT uniform myhalf3 LightDiffuse; #endif uniform myhalf GlossIntensity; // gloss scaling factor uniform myhalf GlossExponent; // gloss exponent factor #if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) // The following reliefmapping and offsetmapping routine was taken from DarkPlaces // The credit goes to LordHavoc (as always) vec2 OffsetMapping(vec2 TexCoord) { #ifdef APPLY_RELIEFMAPPING // 14 sample relief mapping: linear search and then binary search // this basically steps forward a small amount repeatedly until it finds // itself inside solid, then jitters forward and back using decreasing // amounts to find the impact //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); vec3 RT = vec3(TexCoord, 1); OffsetVector *= 0.1; RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); return RT.xy; #else // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) // this basically moves forward the full distance, and then backs up based // on height of samples //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); TexCoord += OffsetVector; OffsetVector *= 0.5; TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; return TexCoord; #endif } #endif void main() { #if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) // apply offsetmapping vec2 TexCoordOffset = OffsetMapping(TexCoord); #define TexCoord TexCoordOffset #endif myhalf3 surfaceNormal; myhalf3 diffuseNormalModelspace; myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); float diffuseProduct; #ifdef APPLY_CELLSHADING int lightcell; float diffuseProductPositive; float diffuseProductNegative; float hardShadow; #endif myhalf3 weightedDiffuseNormal; myhalf3 specularNormal; float specularProduct; #if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); #else myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); #endif // get the surface normal surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); #ifdef APPLY_DIRECTIONAL_LIGHT diffuseNormal = myhalf3 (LightVector); weightedDiffuseNormal = diffuseNormal; diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); #ifdef APPLY_CELLSHADING hardShadow = 0.0; diffuseProductPositive = max (diffuseProduct, 0.0); diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); // smooth the hard shadow edge lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); hardShadow += float(lightcell); lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); hardShadow += float(lightcell); lightcell = int(diffuseProductPositive * 2.0); hardShadow += float(lightcell); color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); // backlight lightcell = int (diffuseProductNegative * 2.0); color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); #else color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; #endif #endif // deluxemapping using light vectors in modelspace #ifdef APPLY_LIGHTSTYLE0 // get light normal diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); // calculate directional shading diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); #ifdef APPLY_FBLIGHTMAP weightedDiffuseNormal = diffuseNormal; // apply lightmap color color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); #else #define NORMALIZE_DIFFUSE_NORMAL weightedDiffuseNormal = lsColor0 * diffuseNormal; // apply lightmap color color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); #endif #ifdef APPLY_AMBIENT_COMPENSATION // compensate for ambient lighting color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; #endif #ifdef APPLY_LIGHTSTYLE1 diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); weightedDiffuseNormal += lsColor1 * diffuseNormal; color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); #ifdef APPLY_LIGHTSTYLE2 diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); weightedDiffuseNormal += lsColor2 * diffuseNormal; color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); #ifdef APPLY_LIGHTSTYLE3 diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); weightedDiffuseNormal += lsColor3 * diffuseNormal; color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); #endif #endif #endif #endif #ifdef APPLY_SPECULAR #ifdef NORMALIZE_DIFFUSE_NORMAL specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); #else specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); #endif specularProduct = float (dot (surfaceNormal, specularNormal)); color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); #endif #ifdef APPLY_BASETEX_ALPHA_ONLY color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); #else #ifdef APPLY_COLOR_CLAMPING color = min(color, myhalf4(1.0)); #endif color = color * myhalf4(texture2D(BaseTexture, TexCoord)); #endif #ifdef APPLY_DECAL #ifdef APPLY_DECAL_ADD myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); color.rgb = decal.rgb + color.rgb; color.a = color.a * myhalf(gl_Color.a); #else myhalf4 decal = myhalf4(gl_Color.rgba); if (decal.a > 0.0) { decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); } #endif #else color = color * myhalf4(gl_Color.rgba); #endif #ifdef APPLY_GRAYSCALE float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); gl_FragColor = vec4(vec3(grey),color.a); #else gl_FragColor = vec4(color); #endif } #endif // FRAGMENT_SHADER [vertex shader] #define VERTEX_SHADER #define APPLY_LIGHTSTYLE0 #define APPLY_FBLIGHTMAP // Warsow GLSL shader #if !defined(__GLSL_CG_DATA_TYPES) #define myhalf float #define myhalf2 vec2 #define myhalf3 vec3 #define myhalf4 vec4 #else #define myhalf half #define myhalf2 half2 #define myhalf3 half3 #define myhalf4 half4 #endif varying vec2 TexCoord; #ifdef APPLY_LIGHTSTYLE0 varying vec4 LightmapTexCoord01; #ifdef APPLY_LIGHTSTYLE2 varying vec4 LightmapTexCoord23; #endif #endif #if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) varying vec3 EyeVector; #endif #ifdef APPLY_DIRECTIONAL_LIGHT varying vec3 LightVector; #endif varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal) #ifdef VERTEX_SHADER // Vertex shader uniform vec3 EyeOrigin; #ifdef APPLY_DIRECTIONAL_LIGHT uniform vec3 LightDir; #endif void main() { gl_FrontColor = gl_Color; TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0); #ifdef APPLY_LIGHTSTYLE0 LightmapTexCoord01.st = gl_MultiTexCoord4.st; #ifdef APPLY_LIGHTSTYLE1 LightmapTexCoord01.pq = gl_MultiTexCoord5.st; #ifdef APPLY_LIGHTSTYLE2 LightmapTexCoord23.st = gl_MultiTexCoord6.st; #ifdef APPLY_LIGHTSTYLE3 LightmapTexCoord23.pq = gl_MultiTexCoord7.st; #endif #endif #endif #endif strMatrix[0] = gl_MultiTexCoord1.xyz; strMatrix[2] = gl_Normal.xyz; strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]); #if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz; EyeVector = EyeVectorWorld * strMatrix; #endif #ifdef APPLY_DIRECTIONAL_LIGHT LightVector = LightDir * strMatrix; #endif gl_Position = ftransform (); #ifdef APPLY_CLIPPING #ifdef __GLSL_CG_DATA_TYPES gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; #endif #endif } #endif // VERTEX_SHADER #ifdef FRAGMENT_SHADER // Fragment shader #ifdef APPLY_LIGHTSTYLE0 uniform sampler2D LightmapTexture0; uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord uniform myhalf3 lsColor0; // lightstyle color #ifdef APPLY_LIGHTSTYLE1 uniform sampler2D LightmapTexture1; uniform float DeluxemapOffset1; uniform myhalf3 lsColor1; #ifdef APPLY_LIGHTSTYLE2 uniform sampler2D LightmapTexture2; uniform float DeluxemapOffset2; uniform myhalf3 lsColor2; #ifdef APPLY_LIGHTSTYLE3 uniform sampler2D LightmapTexture3; uniform float DeluxemapOffset3; uniform myhalf3 lsColor3; #endif #endif #endif #endif uniform sampler2D BaseTexture; uniform sampler2D NormalmapTexture; uniform sampler2D GlossTexture; #ifdef APPLY_DECAL uniform sampler2D DecalTexture; #endif #if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) uniform float OffsetMappingScale; #endif uniform myhalf3 LightAmbient; #ifdef APPLY_DIRECTIONAL_LIGHT uniform myhalf3 LightDiffuse; #endif uniform myhalf GlossIntensity; // gloss scaling factor uniform myhalf GlossExponent; // gloss exponent factor #if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) // The following reliefmapping and offsetmapping routine was taken from DarkPlaces // The credit goes to LordHavoc (as always) vec2 OffsetMapping(vec2 TexCoord) { #ifdef APPLY_RELIEFMAPPING // 14 sample relief mapping: linear search and then binary search // this basically steps forward a small amount repeatedly until it finds // itself inside solid, then jitters forward and back using decreasing // amounts to find the impact //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1), -1); //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1), -1); vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1), -1); vec3 RT = vec3(TexCoord, 1); OffsetVector *= 0.1; RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); RT += OffsetVector * step(texture2D(NormalmapTexture, RT.xy).a, RT.z); RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) - 0.5); RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25); RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125); RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625); RT += OffsetVector * (step(texture2D(NormalmapTexture, RT.xy).a, RT.z) * 0.0625 - 0.03125); return RT.xy; #else // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits) // this basically moves forward the full distance, and then backs up based // on height of samples //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMappingScale) * vec2(-1, 1)); //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMappingScale * vec2(-1, 1)); vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMappingScale * vec2(-1, 1)); TexCoord += OffsetVector; OffsetVector *= 0.5; TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; TexCoord -= OffsetVector * texture2D(NormalmapTexture, TexCoord).a; return TexCoord; #endif } #endif void main() { #if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING) // apply offsetmapping vec2 TexCoordOffset = OffsetMapping(TexCoord); #define TexCoord TexCoordOffset #endif myhalf3 surfaceNormal; myhalf3 diffuseNormalModelspace; myhalf3 diffuseNormal = myhalf3 (0.0, 0.0, -1.0); float diffuseProduct; #ifdef APPLY_CELLSHADING int lightcell; float diffuseProductPositive; float diffuseProductNegative; float hardShadow; #endif myhalf3 weightedDiffuseNormal; myhalf3 specularNormal; float specularProduct; #if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0) myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0); #else myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0); #endif // get the surface normal surfaceNormal = normalize (myhalf3 (texture2D (NormalmapTexture, TexCoord)) - myhalf3 (0.5)); #ifdef APPLY_DIRECTIONAL_LIGHT diffuseNormal = myhalf3 (LightVector); weightedDiffuseNormal = diffuseNormal; diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); #ifdef APPLY_CELLSHADING hardShadow = 0.0; diffuseProductPositive = max (diffuseProduct, 0.0); diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3); // smooth the hard shadow edge lightcell = int(max(diffuseProduct + 0.1, 0.0) * 2.0); hardShadow += float(lightcell); lightcell = int(max(diffuseProduct + 0.055, 0.0) * 2.0); hardShadow += float(lightcell); lightcell = int(diffuseProductPositive * 2.0); hardShadow += float(lightcell); color.rgb += myhalf(0.6 + hardShadow * 0.3333333333 * 0.27 + diffuseProductPositive * 0.14); // backlight lightcell = int (diffuseProductNegative * 2.0); color.rgb += myhalf (float(lightcell) * 0.085 + diffuseProductNegative * 0.085); #else color.rgb += LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + LightAmbient.rgb; #endif #endif // deluxemapping using light vectors in modelspace #ifdef APPLY_LIGHTSTYLE0 // get light normal diffuseNormalModelspace = myhalf3 (texture2D(LightmapTexture0, vec2(LightmapTexCoord01.s+DeluxemapOffset0,LightmapTexCoord01.t))) - myhalf3 (0.5); diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); // calculate directional shading diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); #ifdef APPLY_FBLIGHTMAP weightedDiffuseNormal = diffuseNormal; // apply lightmap color color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st))); #else #define NORMALIZE_DIFFUSE_NORMAL weightedDiffuseNormal = lsColor0 * diffuseNormal; // apply lightmap color color.rgb += lsColor0 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)); #endif #ifdef APPLY_AMBIENT_COMPENSATION // compensate for ambient lighting color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient; #endif #ifdef APPLY_LIGHTSTYLE1 diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture1, vec2(LightmapTexCoord01.p+DeluxemapOffset1,LightmapTexCoord01.q))) - myhalf3 (0.5); diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); weightedDiffuseNormal += lsColor1 * diffuseNormal; color.rgb += lsColor1 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture1, LightmapTexCoord01.pq)); #ifdef APPLY_LIGHTSTYLE2 diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture2, vec2(LightmapTexCoord23.s+DeluxemapOffset2,LightmapTexCoord23.t))) - myhalf3 (0.5); diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); weightedDiffuseNormal += lsColor2 * diffuseNormal; color.rgb += lsColor2 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture2, LightmapTexCoord23.st)); #ifdef APPLY_LIGHTSTYLE3 diffuseNormalModelspace = myhalf3 (texture2D (LightmapTexture3, vec2(LightmapTexCoord23.p+DeluxemapOffset3,LightmapTexCoord23.q))) - myhalf3 (0.5);; diffuseNormal = normalize (myhalf3(dot(diffuseNormalModelspace,myhalf3(strMatrix[0])),dot(diffuseNormalModelspace,myhalf3(strMatrix[1])),dot(diffuseNormalModelspace,myhalf3(strMatrix[2])))); diffuseProduct = float (dot (surfaceNormal, diffuseNormal)); weightedDiffuseNormal += lsColor3 * diffuseNormal; color.rgb += lsColor3 * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (texture2D (LightmapTexture3, LightmapTexCoord23.pq)); #endif #endif #endif #endif #ifdef APPLY_SPECULAR #ifdef NORMALIZE_DIFFUSE_NORMAL specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector))); #else specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector))); #endif specularProduct = float (dot (surfaceNormal, specularNormal)); color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent); #endif #ifdef APPLY_BASETEX_ALPHA_ONLY color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a)); #else #ifdef APPLY_COLOR_CLAMPING color = min(color, myhalf4(1.0)); #endif color = color * myhalf4(texture2D(BaseTexture, TexCoord)); #endif #ifdef APPLY_DECAL #ifdef APPLY_DECAL_ADD myhalf3 decal = myhalf3(gl_Color.rgb) * myhalf3(texture2D(DecalTexture, TexCoord)); color.rgb = decal.rgb + color.rgb; color.a = color.a * myhalf(gl_Color.a); #else myhalf4 decal = myhalf4(gl_Color.rgba); if (decal.a > 0.0) { decal = decal * myhalf4(texture2D(DecalTexture, TexCoord)); color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a); } #endif #else color = color * myhalf4(gl_Color.rgba); #endif #ifdef APPLY_GRAYSCALE float grey = dot(color, myhalf3(0.299, 0.587, 0.114)); gl_FragColor = vec4(vec3(grey),color.a); #else gl_FragColor = vec4(color); #endif } #endif // FRAGMENT_SHADER