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authorKenneth Graunke <kenneth@whitecape.org>2014-07-09 17:38:57 -0700
committerKenneth Graunke <kenneth@whitecape.org>2014-07-13 23:31:11 -0700
commit24e97e5ba02d49555cd02774186114e616750762 (patch)
tree07df12b5930845d53ac8cf4f48c5aa0544f051be /shaders/warsow/37.shader_test
parenta45fe61c16a31ecefc50ceb4db451a3e0c6f5d81 (diff)
Update Warsow shaders to 1.5.0.
$ warsow +timedemo 1 +cg_showFPS 1 +cl_checkForUpdate 0 \ +demo pts1 +next "quit"
Diffstat (limited to 'shaders/warsow/37.shader_test')
-rw-r--r--shaders/warsow/37.shader_test2258
1 files changed, 1811 insertions, 447 deletions
diff --git a/shaders/warsow/37.shader_test b/shaders/warsow/37.shader_test
index 6e68fc9..04545c1 100644
--- a/shaders/warsow/37.shader_test
+++ b/shaders/warsow/37.shader_test
@@ -1,141 +1,771 @@
[require]
GLSL >= 1.10
-[fragment shader]
-#define FRAGMENT_SHADER
-#define APPLY_LIGHTSTYLE0
-#define APPLY_FBLIGHTMAP
-#define APPLY_SPECULAR
-// Warsow GLSL shader
-
-#if !defined(__GLSL_CG_DATA_TYPES)
+[vertex shader]
+#version 130
+#extension GL_ARB_draw_instanced : enable
+#define QF_GLSL_VERSION 130
+#define VERTEX_SHADER
+#if !defined(myhalf)
+//#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
+#endif
+
+#if QF_GLSL_VERSION >= 130
+ precision highp float;
+
+# ifdef VERTEX_SHADER
+ out myhalf4 qf_FrontColor;
+# define qf_varying out
+# define qf_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+ in myhalf4 qf_FrontColor;
+ out myhalf4 qf_FragColor;
+# define qf_varying in
+# define qf_attribute in
+# endif
+
+# define qf_texture texture
+# define qf_textureCube texture
+# define qf_textureLod textureLod
+# define qf_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define qf_shadow texture
#else
-#define myhalf half
-#define myhalf2 half2
-#define myhalf3 half3
-#define myhalf4 half4
+# ifdef VERTEX_SHADER
+# define qf_FrontColor gl_FrontColor
+# define qf_varying varying
+# define qf_attribute attribute
+# endif
+
+# ifdef FRAGMENT_SHADER
+# define qf_FrontColor gl_Color
+# define qf_FragColor gl_FragColor
+# define qf_varying varying
+# define qf_attribute attribute
+# endif
+# define qf_texture texture2D
+# define qf_textureLod texture2DLod
+# define qf_textureCube textureCube
+# define qf_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define qf_shadow shadow2D
#endif
-varying vec2 TexCoord;
-#ifdef APPLY_LIGHTSTYLE0
-varying vec4 LightmapTexCoord01;
-#ifdef APPLY_LIGHTSTYLE2
-varying vec4 LightmapTexCoord23;
+#ifndef M_PI
+#define M_PI 3.14159265358979323846
#endif
+#ifndef M_TWOPI
+#define M_TWOPI 6.28318530717958647692
#endif
-#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING)
-varying vec3 EyeVector;
+#ifndef MAX_UNIFORM_BONES
+#define MAX_UNIFORM_BONES 100
#endif
-#ifdef APPLY_DIRECTIONAL_LIGHT
-varying vec3 LightVector;
+#ifndef MAX_UNIFORM_INSTANCES
+#define MAX_UNIFORM_INSTANCES 40
#endif
+uniform vec3 u_QF_ViewOrigin;
+uniform mat3 u_QF_ViewAxis;
+uniform float u_QF_MirrorSide;
+uniform vec3 u_QF_EntityOrigin;
+uniform float u_QF_ShaderTime;
-varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal)
+#ifndef M_PI
+#define M_PI 3.14159265358979323846
+#endif
+#ifndef M_TWOPI
+#define M_TWOPI 6.28318530717958647692
+#endif
+
+#ifndef WAVE_SIN
+float QF_WaveFunc_Sin(float x)
+{
+x -= floor(x);
+return sin(x * M_TWOPI);
+}
+float QF_WaveFunc_Triangle(float x)
+{
+x -= floor(x);
+return step(x, 0.25) * x * 4.0 + (2.0 - 4.0 * step(0.25, x) * step(x, 0.75) * x) + ((step(0.75, x) * x - 0.75) * 4.0 - 1.0);
+}
+float QF_WaveFunc_Square(float x)
+{
+x -= floor(x);
+return step(x, 0.5) * 2.0 - 1.0;
+}
+float QF_WaveFunc_Sawtooth(float x)
+{
+x -= floor(x);
+return x;
+}
+float QF_QF_WaveFunc_InverseSawtooth(float x)
+{
+x -= floor(x);
+return 1.0 - x;
+}
+
+#define WAVE_SIN(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Sin((phase)+(time)*(freq))))
+#define WAVE_TRIANGLE(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Triangle((phase)+(time)*(freq))))
+#define WAVE_SQUARE(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Square((phase)+(time)*(freq))))
+#define WAVE_SAWTOOTH(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Sawtooth((phase)+(time)*(freq))))
+#define WAVE_INVERSESAWTOOTH(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_QF_WaveFunc_InverseSawtooth((phase)+(time)*(freq))))
+#endif
#ifdef VERTEX_SHADER
-// Vertex shader
+attribute vec4 a_BonesIndices;
+attribute vec4 a_BonesWeights;
-uniform vec3 EyeOrigin;
+uniform vec4 u_QF_DualQuats[MAX_UNIFORM_BONES*2];
-#ifdef APPLY_DIRECTIONAL_LIGHT
-uniform vec3 LightDir;
+#if defined(DUAL_QUAT_TRANSFORM_NORMALS)
+#if defined(DUAL_QUAT_TRANSFORM_TANGENT)
+void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal, inout vec3 Tangent)
+#else
+void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal)
#endif
+#else
+void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position)
+#endif
+{
+int index;
+vec4 Indices = a_BonesIndices;
+vec4 Weights = a_BonesWeights;
+vec4 Indices_2 = Indices * 2.0;
+vec4 DQReal, DQDual;
-void main()
+index = int(Indices_2.x);
+DQReal = u_QF_DualQuats[index+0];
+DQDual = u_QF_DualQuats[index+1];
+
+if (numWeights > 1)
+{
+DQReal *= Weights.x;
+DQDual *= Weights.x;
+
+vec4 DQReal1, DQDual1;
+float scale;
+
+index = int(Indices_2.y);
+DQReal1 = u_QF_DualQuats[index+0];
+DQDual1 = u_QF_DualQuats[index+1];
+// antipodality handling
+scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.y;
+DQReal += DQReal1 * scale;
+DQDual += DQDual1 * scale;
+
+if (numWeights > 2)
+{
+index = int(Indices_2.z);
+DQReal1 = u_QF_DualQuats[index+0];
+DQDual1 = u_QF_DualQuats[index+1];
+// antipodality handling
+scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.z;
+DQReal += DQReal1 * scale;
+DQDual += DQDual1 * scale;
+
+if (numWeights > 3)
+{
+index = int(Indices_2.w);
+DQReal1 = u_QF_DualQuats[index+0];
+DQDual1 = u_QF_DualQuats[index+1];
+// antipodality handling
+scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.w;
+DQReal += DQReal1 * scale;
+DQDual += DQDual1 * scale;
+}
+}
+}
+
+float len = length(DQReal);
+DQReal /= len;
+DQDual /= len;
+
+Position.xyz = (cross(DQReal.xyz, cross(DQReal.xyz, Position.xyz) + Position.xyz*DQReal.w + DQDual.xyz) + DQDual.xyz*DQReal.w - DQReal.xyz*DQDual.w)*2.0 + Position.xyz;
+
+#ifdef DUAL_QUAT_TRANSFORM_NORMALS
+Normal = cross(DQReal.xyz, cross(DQReal.xyz, Normal) + Normal*DQReal.w)*2.0 + Normal;
+#endif
+
+#ifdef DUAL_QUAT_TRANSFORM_TANGENT
+Tangent = cross(DQReal.xyz, cross(DQReal.xyz, Tangent) + Tangent*DQReal.w)*2.0 + Tangent;
+#endif
+}
+
+// use defines to overload the transform function
+
+#define DUAL_QUAT_TRANSFORM_NORMALS
+#if defined(DUAL_QUAT_TRANSFORM_NORMALS)
+#if defined(DUAL_QUAT_TRANSFORM_TANGENT)
+void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal, inout vec3 Tangent)
+#else
+void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal)
+#endif
+#else
+void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position)
+#endif
+{
+int index;
+vec4 Indices = a_BonesIndices;
+vec4 Weights = a_BonesWeights;
+vec4 Indices_2 = Indices * 2.0;
+vec4 DQReal, DQDual;
+
+index = int(Indices_2.x);
+DQReal = u_QF_DualQuats[index+0];
+DQDual = u_QF_DualQuats[index+1];
+
+if (numWeights > 1)
+{
+DQReal *= Weights.x;
+DQDual *= Weights.x;
+
+vec4 DQReal1, DQDual1;
+float scale;
+
+index = int(Indices_2.y);
+DQReal1 = u_QF_DualQuats[index+0];
+DQDual1 = u_QF_DualQuats[index+1];
+// antipodality handling
+scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.y;
+DQReal += DQReal1 * scale;
+DQDual += DQDual1 * scale;
+
+if (numWeights > 2)
+{
+index = int(Indices_2.z);
+DQReal1 = u_QF_DualQuats[index+0];
+DQDual1 = u_QF_DualQuats[index+1];
+// antipodality handling
+scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.z;
+DQReal += DQReal1 * scale;
+DQDual += DQDual1 * scale;
+
+if (numWeights > 3)
+{
+index = int(Indices_2.w);
+DQReal1 = u_QF_DualQuats[index+0];
+DQDual1 = u_QF_DualQuats[index+1];
+// antipodality handling
+scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.w;
+DQReal += DQReal1 * scale;
+DQDual += DQDual1 * scale;
+}
+}
+}
+
+float len = length(DQReal);
+DQReal /= len;
+DQDual /= len;
+
+Position.xyz = (cross(DQReal.xyz, cross(DQReal.xyz, Position.xyz) + Position.xyz*DQReal.w + DQDual.xyz) + DQDual.xyz*DQReal.w - DQReal.xyz*DQDual.w)*2.0 + Position.xyz;
+
+#ifdef DUAL_QUAT_TRANSFORM_NORMALS
+Normal = cross(DQReal.xyz, cross(DQReal.xyz, Normal) + Normal*DQReal.w)*2.0 + Normal;
+#endif
+
+#ifdef DUAL_QUAT_TRANSFORM_TANGENT
+Tangent = cross(DQReal.xyz, cross(DQReal.xyz, Tangent) + Tangent*DQReal.w)*2.0 + Tangent;
+#endif
+}
+
+#define DUAL_QUAT_TRANSFORM_TANGENT
+#if defined(DUAL_QUAT_TRANSFORM_NORMALS)
+#if defined(DUAL_QUAT_TRANSFORM_TANGENT)
+void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal, inout vec3 Tangent)
+#else
+void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal)
+#endif
+#else
+void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position)
+#endif
{
-gl_FrontColor = gl_Color;
+int index;
+vec4 Indices = a_BonesIndices;
+vec4 Weights = a_BonesWeights;
+vec4 Indices_2 = Indices * 2.0;
+vec4 DQReal, DQDual;
-TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0);
+index = int(Indices_2.x);
+DQReal = u_QF_DualQuats[index+0];
+DQDual = u_QF_DualQuats[index+1];
-#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;
+if (numWeights > 1)
+{
+DQReal *= Weights.x;
+DQDual *= Weights.x;
+
+vec4 DQReal1, DQDual1;
+float scale;
+
+index = int(Indices_2.y);
+DQReal1 = u_QF_DualQuats[index+0];
+DQDual1 = u_QF_DualQuats[index+1];
+// antipodality handling
+scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.y;
+DQReal += DQReal1 * scale;
+DQDual += DQDual1 * scale;
+
+if (numWeights > 2)
+{
+index = int(Indices_2.z);
+DQReal1 = u_QF_DualQuats[index+0];
+DQDual1 = u_QF_DualQuats[index+1];
+// antipodality handling
+scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.z;
+DQReal += DQReal1 * scale;
+DQDual += DQDual1 * scale;
+
+if (numWeights > 3)
+{
+index = int(Indices_2.w);
+DQReal1 = u_QF_DualQuats[index+0];
+DQDual1 = u_QF_DualQuats[index+1];
+// antipodality handling
+scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.w;
+DQReal += DQReal1 * scale;
+DQDual += DQDual1 * scale;
+}
+}
+}
+
+float len = length(DQReal);
+DQReal /= len;
+DQDual /= len;
+
+Position.xyz = (cross(DQReal.xyz, cross(DQReal.xyz, Position.xyz) + Position.xyz*DQReal.w + DQDual.xyz) + DQDual.xyz*DQReal.w - DQReal.xyz*DQDual.w)*2.0 + Position.xyz;
+
+#ifdef DUAL_QUAT_TRANSFORM_NORMALS
+Normal = cross(DQReal.xyz, cross(DQReal.xyz, Normal) + Normal*DQReal.w)*2.0 + Normal;
#endif
+
+#ifdef DUAL_QUAT_TRANSFORM_TANGENT
+Tangent = cross(DQReal.xyz, cross(DQReal.xyz, Tangent) + Tangent*DQReal.w)*2.0 + Tangent;
#endif
+}
+
#endif
+#ifdef VERTEX_SHADER
+#ifdef APPLY_INSTANCED_ATTRIB_TRASNFORMS
+attribute vec4 a_InstanceQuat;
+attribute vec4 a_InstancePosAndScale;
+#elif defined(GL_ARB_draw_instanced)
+
+uniform vec4 u_QF_InstancePoints[MAX_UNIFORM_INSTANCES*2];
+
+#define a_InstanceQuat u_QF_InstancePoints[gl_InstanceID*2]
+#define a_InstancePosAndScale u_QF_InstancePoints[gl_InstanceID*2+1]
+#else
+uniform vec4 u_QF_InstancePoints[2];
+#define a_InstanceQuat u_QF_InstancePoints[0]
+#define a_InstancePosAndScale u_QF_InstancePoints[1]
+#endif
+
+void QF_InstancedTransform(inout vec4 Position, inout vec3 Normal)
+{
+Position.xyz = (cross(a_InstanceQuat.xyz, cross(a_InstanceQuat.xyz, Position.xyz) + Position.xyz*a_InstanceQuat.w)*2.0 + Position.xyz) *
+ a_InstancePosAndScale.w + a_InstancePosAndScale.xyz;
+Normal = cross(a_InstanceQuat.xyz, cross(a_InstanceQuat.xyz, Normal) + Normal*a_InstanceQuat.w)*2.0 + Normal;
+}
+
#endif
+#define QF_LatLong2Norm(ll) vec3(cos((ll).y) * sin((ll).x), sin((ll).y) * sin((ll).x), cos((ll).x))
-strMatrix[0] = gl_MultiTexCoord1.xyz;
-strMatrix[2] = gl_Normal.xyz;
-strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]);
+#define APPLY_RGB_CONST
+#define APPLY_ALPHA_CONST
+#define NUM_LIGHTMAPS 1
+#define APPLY_FBLIGHTMAP
+#define APPLY_SPECULAR
+
+#define DRAWFLAT_NORMAL_STEP 0.5 // floor or ceiling if < abs(normal.z)
+uniform mat4 u_ModelViewMatrix;
+uniform mat4 u_ModelViewProjectionMatrix;
+
+uniform float u_ShaderTime;
+
+uniform vec3 u_ViewOrigin;
+uniform mat3 u_ViewAxis;
+
+uniform vec3 u_EntityDist;
+uniform vec3 u_EntityOrigin;
+uniform myhalf4 u_EntityColor;
+
+uniform myhalf4 u_ConstColor;
+uniform myhalf4 u_RGBGenFuncArgs, u_AlphaGenFuncArgs;
+uniform myhalf3 u_LightstyleColor[4]; // lightstyle colors
+
+uniform myhalf3 u_LightAmbient;
+uniform myhalf3 u_LightDiffuse;
+uniform vec3 u_LightDir;
+
+uniform myhalf2 u_BlendMix;
+
+uniform vec2 u_TextureMatrix[3];
+#define TextureMatrix2x3Mul(m2x3,tc) vec2(dot((m2x3)[0],(tc)) + (m2x3)[2][0], dot((m2x3)[1],(tc)) + (m2x3)[2][1])
+
+uniform float u_MirrorSide;
+
+uniform float u_ZNear, u_ZFar;
+
+uniform ivec4 u_Viewport; // x, y, width, height
+
+uniform vec4 u_TextureParams;
+
+uniform myhalf u_SoftParticlesScale;
+
+
+#if defined(NUM_DLIGHTS)
+#if defined(FRAGMENT_SHADER)
+#if defined(NUM_DLIGHTS)
+
+struct DynamicLight
+{
+ myhalf Radius;
+ vec3 Position;
+ myhalf3 Diffuse;
+};
+
+uniform DynamicLight u_DynamicLights[NUM_DLIGHTS];
+uniform int u_NumDynamicLights;
+#ifdef DLIGHTS_SURFACE_NORMAL_IN
+myhalf3 DynamicLightsSummaryColor(in vec3 Position, in myhalf3 surfaceNormalModelspace)
+#else
+myhalf3 DynamicLightsSummaryColor(in vec3 Position)
+#endif
+{
+ myhalf3 Color = myhalf3(0.0);
+
+#if QF_GLSL_VERSION >= 330
+ for (int i = 0; i < u_NumDynamicLights; i++)
+#else
+ for (int i = 0; i < NUM_DLIGHTS; i++)
+#endif
+ {
+ myhalf3 STR = myhalf3(u_DynamicLights[i].Position - Position);
+ myhalf distance = length(STR);
+ myhalf falloff = clamp(1.0 - distance / u_DynamicLights[i].Radius, 0.0, 1.0);
+
+ falloff *= falloff;
+
+ #ifdef DLIGHTS_SURFACE_NORMAL_IN
+ falloff *= myhalf(max(dot(normalize(STR), surfaceNormalModelspace), 0.0));
+ #endif
+
+ Color += falloff * u_DynamicLights[i].Diffuse;
+ }
+
+ return Color;
+}
+
+
+#define DLIGHTS_SURFACE_NORMAL_IN
+#ifdef DLIGHTS_SURFACE_NORMAL_IN
+myhalf3 DynamicLightsSummaryColor(in vec3 Position, in myhalf3 surfaceNormalModelspace)
+#else
+myhalf3 DynamicLightsSummaryColor(in vec3 Position)
+#endif
+{
+ myhalf3 Color = myhalf3(0.0);
+
+#if QF_GLSL_VERSION >= 330
+ for (int i = 0; i < u_NumDynamicLights; i++)
+#else
+ for (int i = 0; i < NUM_DLIGHTS; i++)
+#endif
+ {
+ myhalf3 STR = myhalf3(u_DynamicLights[i].Position - Position);
+ myhalf distance = length(STR);
+ myhalf falloff = clamp(1.0 - distance / u_DynamicLights[i].Radius, 0.0, 1.0);
+
+ falloff *= falloff;
+
+ #ifdef DLIGHTS_SURFACE_NORMAL_IN
+ falloff *= myhalf(max(dot(normalize(STR), surfaceNormalModelspace), 0.0));
+ #endif
+
+ Color += falloff * u_DynamicLights[i].Diffuse;
+ }
+
+ return Color;
+}
+
+
+#endif
+
+#endif
+#endif
+
+#ifdef APPLY_FOG
+struct Fog
+{
+ float EyeDist;
+ vec4 EyePlane, Plane;
+ myhalf3 Color;
+ float Scale;
+};
+
+uniform Fog u_Fog;
+
+#define FOG_TEXCOORD_STEP 1.0/256.0
+
+#define FogDensity(coord) sqrt(clamp((coord)[0],0.0,1.0))*step(FOG_TEXCOORD_STEP,(coord)[1])
+
+#define FOG_GEN_OUTPUT_COLOR
+#if defined(FOG_GEN_OUTPUT_COLOR)
+void FogGen(in vec4 Position, inout myhalf4 outColor, in myhalf2 blendMix)
+#elif defined(FOG_GEN_OUTPUT_TEXCOORDS)
+void FogGen(in vec4 Position, inout vec2 outTexCoord)
+#endif
+{
+ // side = vec2(inside, outside)
+ myhalf2 side = myhalf2(step(u_Fog.EyeDist, 0.0), step(0.0, u_Fog.EyeDist));
+ myhalf FDist = dot(Position.xyz, u_Fog.EyePlane.xyz) - u_Fog.EyePlane.w;
+ myhalf FVdist = dot(Position.xyz, u_Fog.Plane.xyz) - u_Fog.Plane.w;
+ myhalf FogDistScale = FVdist / (FVdist - u_Fog.EyeDist);
+
+#if defined(FOG_GEN_OUTPUT_COLOR)
+ myhalf FogDist = FDist * dot(side, myhalf2(1.0, FogDistScale));
+ myhalf FogScale = myhalf(clamp(1.0 - FogDist * u_Fog.Scale, 0.0, 1.0));
+ outColor *= mix(myhalf4(1.0), myhalf4(FogScale), blendMix.xxxy);
+#endif
+
+#if defined(FOG_GEN_OUTPUT_TEXCOORDS)
+ myhalf FogS = FDist * dot(side, myhalf2(1.0, step(FVdist, 0.0) * FogDistScale));
+ myhalf FogT = -FVdist;
+ outTexCoord = vec2(FogS * u_Fog.Scale, FogT * u_Fog.Scale + 1.5*FOG_TEXCOORD_STEP);
+#endif
+}
+
+
+#undef FOG_GEN_OUTPUT_COLOR
+#define FOG_GEN_OUTPUT_TEXCOORDS
+#if defined(FOG_GEN_OUTPUT_COLOR)
+void FogGen(in vec4 Position, inout myhalf4 outColor, in myhalf2 blendMix)
+#elif defined(FOG_GEN_OUTPUT_TEXCOORDS)
+void FogGen(in vec4 Position, inout vec2 outTexCoord)
+#endif
+{
+ // side = vec2(inside, outside)
+ myhalf2 side = myhalf2(step(u_Fog.EyeDist, 0.0), step(0.0, u_Fog.EyeDist));
+ myhalf FDist = dot(Position.xyz, u_Fog.EyePlane.xyz) - u_Fog.EyePlane.w;
+ myhalf FVdist = dot(Position.xyz, u_Fog.Plane.xyz) - u_Fog.Plane.w;
+ myhalf FogDistScale = FVdist / (FVdist - u_Fog.EyeDist);
+
+#if defined(FOG_GEN_OUTPUT_COLOR)
+ myhalf FogDist = FDist * dot(side, myhalf2(1.0, FogDistScale));
+ myhalf FogScale = myhalf(clamp(1.0 - FogDist * u_Fog.Scale, 0.0, 1.0));
+ outColor *= mix(myhalf4(1.0), myhalf4(FogScale), blendMix.xxxy);
+#endif
+
+#if defined(FOG_GEN_OUTPUT_TEXCOORDS)
+ myhalf FogS = FDist * dot(side, myhalf2(1.0, step(FVdist, 0.0) * FogDistScale));
+ myhalf FogT = -FVdist;
+ outTexCoord = vec2(FogS * u_Fog.Scale, FogT * u_Fog.Scale + 1.5*FOG_TEXCOORD_STEP);
+#endif
+}
+
+#endif
+#ifdef APPLY_GREYSCALE
+myhalf3 Greyscale(myhalf3 color)
+{
+ return myhalf3(dot(color, myhalf3(0.299, 0.587, 0.114)));
+}
+
+#endif
+
+qf_varying vec2 v_TexCoord;
+#ifdef NUM_LIGHTMAPS
+qf_varying vec2 v_LightmapTexCoord[NUM_LIGHTMAPS];
+#endif
+
+qf_varying vec3 v_Position;
#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING)
-vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz;
-EyeVector = EyeVectorWorld * strMatrix;
+qf_varying vec3 v_EyeVector;
#endif
-#ifdef APPLY_DIRECTIONAL_LIGHT
-LightVector = LightDir * strMatrix;
+qf_varying mat3 v_StrMatrix; // directions of S/T/R texcoords (tangent, binormal, normal)
+
+#if defined(APPLY_FOG) && !defined(APPLY_FOG_COLOR)
+qf_varying vec2 v_FogCoord;
+#endif
+
+#ifdef VERTEX_SHADER
+#ifdef VERTEX_SHADER
+qf_attribute vec4 a_Position;
+qf_attribute vec4 a_SVector;
+qf_attribute vec4 a_Normal;
+qf_attribute vec4 a_Color;
+qf_attribute vec2 a_TexCoord;
+qf_attribute vec2 a_LightmapCoord0, a_LightmapCoord1, a_LightmapCoord2, a_LightmapCoord3;
+#endif
+void TransformVerts(inout vec4 Position, inout vec3 Normal, inout vec2 TexCoord)
+{
+#ifdef NUM_BONE_INFLUENCES
+ QF_VertexDualQuatsTransform(NUM_BONE_INFLUENCES, Position, Normal);
#endif
-gl_Position = ftransform ();
-#ifdef APPLY_CLIPPING
-#ifdef __GLSL_CG_DATA_TYPES
-gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;
+#ifdef APPLY_DEFORMVERTS
+ QF_DeformVerts(Position, Normal, TexCoord);
#endif
+
+#ifdef APPLY_INSTANCED_TRANSFORMS
+ QF_InstancedTransform(Position, Normal);
#endif
}
-#endif // VERTEX_SHADER
+void TransformVerts(inout vec4 Position, inout vec3 Normal, inout vec3 Tangent, inout vec2 TexCoord)
+{
+#ifdef NUM_BONE_INFLUENCES
+ QF_VertexDualQuatsTransform(NUM_BONE_INFLUENCES, Position, Normal, Tangent);
+#endif
+#ifdef APPLY_DEFORMVERTS
+ QF_DeformVerts(Position, Normal, TexCoord);
+#endif
-#ifdef FRAGMENT_SHADER
-// Fragment shader
+#ifdef APPLY_INSTANCED_TRANSFORMS
+ QF_InstancedTransform(Position, Normal);
+#endif
+}
+myhalf4 VertexRGBGen(in vec4 Position, in vec3 Normal, in myhalf4 VertexColor)
+{
+#if defined(APPLY_RGB_DISTANCERAMP) || defined(APPLY_ALPHA_DISTANCERAMP)
+#define DISTANCERAMP(x1,x2,y1,y2) ((y2 - y1) / (x2 - x1) * (clamp(myhalf(dot(u_EntityDist - Position.xyz, Normal)),0.0,x2) - x1) + y1)
+#endif
-#ifdef APPLY_LIGHTSTYLE0
-uniform sampler2D LightmapTexture0;
-uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord
-uniform myhalf3 lsColor0; // lightstyle color
+#if defined(APPLY_RGB_CONST) && defined(APPLY_ALPHA_CONST)
+ myhalf4 Color = u_ConstColor;
+#else
+ myhalf4 Color = myhalf4(1.0);
-#ifdef APPLY_LIGHTSTYLE1
-uniform sampler2D LightmapTexture1;
-uniform float DeluxemapOffset1;
-uniform myhalf3 lsColor1;
+#if defined(APPLY_RGB_CONST)
+ Color.rgb = u_ConstColor.rgb;
+#elif defined(APPLY_RGB_VERTEX)
+ Color.rgb = VertexColor.rgb;
+#elif defined(APPLY_RGB_ONE_MINUS_VERTEX)
+ Color.rgb = myhalf3(1.0) - VertexColor.rgb;
+#elif defined(APPLY_RGB_GEN_DIFFUSELIGHT)
+ Color.rgb = myhalf3(u_LightAmbient + max(dot(u_LightDir, Normal), 0.0) * u_LightDiffuse);
+#endif
-#ifdef APPLY_LIGHTSTYLE2
-uniform sampler2D LightmapTexture2;
-uniform float DeluxemapOffset2;
-uniform myhalf3 lsColor2;
+#if defined(APPLY_ALPHA_CONST)
+ Color.a = u_ConstColor.a;
+#elif defined(APPLY_ALPHA_VERTEX)
+ Color.a = VertexColor.a;
+#elif defined(APPLY_ALPHA_ONE_MINUS_VERTEX)
+ Color.a = 1.0 - VertexColor.a;
+#endif
-#ifdef APPLY_LIGHTSTYLE3
-uniform sampler2D LightmapTexture3;
-uniform float DeluxemapOffset3;
-uniform myhalf3 lsColor3;
+#endif
+#ifdef APPLY_RGB_DISTANCERAMP
+ Color.rgb *= DISTANCERAMP(u_RGBGenFuncArgs[2], u_RGBGenFuncArgs[3], u_RGBGenFuncArgs[0], u_RGBGenFuncArgs[1]);
#endif
+
+#ifdef APPLY_ALPHA_DISTANCERAMP
+ Color.a *= DISTANCERAMP(u_AlphaGenFuncArgs[2], u_AlphaGenFuncArgs[3], u_AlphaGenFuncArgs[0], u_AlphaGenFuncArgs[1]);
#endif
+
+ return Color;
+#if defined(APPLY_RGB_DISTANCERAMP) || defined(APPLY_ALPHA_DISTANCERAMP)
+#undef DISTANCERAMP
#endif
+}
+
+
+void main()
+{
+ vec4 Position = a_Position;
+ vec3 Normal = a_Normal.xyz;
+ myhalf4 inColor = myhalf4(a_Color);
+ vec2 TexCoord = a_TexCoord;
+ vec3 Tangent = a_SVector.xyz;
+ float TangentDir = a_SVector.w;
+
+ TransformVerts(Position, Normal, Tangent, TexCoord);
+
+ myhalf4 outColor = VertexRGBGen(Position, Normal, inColor);
+
+#ifdef APPLY_FOG
+#if defined(APPLY_FOG_COLOR)
+ FogGen(Position, outColor, u_BlendMix);
+#else
+ FogGen(Position, v_FogCoord);
+#endif
+#endif // APPLY_FOG
+
+ qf_FrontColor = vec4(outColor);
+
+ v_TexCoord = TextureMatrix2x3Mul(u_TextureMatrix, TexCoord);
+
+#ifdef NUM_LIGHTMAPS
+ v_LightmapTexCoord[0] = a_LightmapCoord0;
+#if NUM_LIGHTMAPS >= 2
+ v_LightmapTexCoord[1] = a_LightmapCoord1;
+#if NUM_LIGHTMAPS >= 3
+ v_LightmapTexCoord[2] = a_LightmapCoord2;
+#if NUM_LIGHTMAPS >= 4
+ v_LightmapTexCoord[3] = a_LightmapCoord3;
+#endif // NUM_LIGHTMAPS >= 4
+#endif // NUM_LIGHTMAPS >= 3
+#endif // NUM_LIGHTMAPS >= 2
+#endif // NUM_LIGHTMAPS
+
+ v_StrMatrix[0] = Tangent;
+ v_StrMatrix[2] = Normal;
+ v_StrMatrix[1] = TangentDir * cross(Normal, Tangent);
+
+#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING)
+ vec3 EyeVectorWorld = u_ViewOrigin - Position.xyz;
+ v_EyeVector = EyeVectorWorld * v_StrMatrix;
+#endif
+
+ v_Position = Position.xyz;
+ gl_Position = u_ModelViewProjectionMatrix * Position;
+}
+
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+// Fragment shader
+
+#ifdef NUM_LIGHTMAPS
+uniform float u_DeluxemapOffset[NUM_LIGHTMAPS]; // s-offset for v_LightmapTexCoord
+uniform sampler2D u_LightmapTexture[NUM_LIGHTMAPS];
#endif
-uniform sampler2D BaseTexture;
-uniform sampler2D NormalmapTexture;
-uniform sampler2D GlossTexture;
+uniform sampler2D u_BaseTexture;
+uniform sampler2D u_NormalmapTexture;
+uniform sampler2D u_GlossTexture;
#ifdef APPLY_DECAL
-uniform sampler2D DecalTexture;
+uniform sampler2D u_DecalTexture;
+#endif
+
+#ifdef APPLY_ENTITY_DECAL
+uniform sampler2D u_EntityDecalTexture;
#endif
#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING)
-uniform float OffsetMappingScale;
+uniform float u_OffsetMappingScale;
#endif
-uniform myhalf3 LightAmbient;
-#ifdef APPLY_DIRECTIONAL_LIGHT
-uniform myhalf3 LightDiffuse;
+#ifdef APPLY_DRAWFLAT
+uniform myhalf3 u_WallColor;
+uniform myhalf3 u_FloorColor;
#endif
-uniform myhalf GlossIntensity; // gloss scaling factor
-uniform myhalf GlossExponent; // gloss exponent factor
+uniform myhalf u_GlossIntensity; // gloss scaling factor
+uniform myhalf u_GlossExponent; // gloss exponent factor
#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING)
// The following reliefmapping and offsetmapping routine was taken from DarkPlaces
@@ -143,345 +773,1027 @@ uniform myhalf GlossExponent; // gloss exponent factor
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
+ // 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(v_EyeVector.xy * ((1.0 / v_EyeVector.z) * u_OffsetMappingScale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(v_EyeVector.xy) * u_OffsetMappingScale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(v_EyeVector).xy * u_OffsetMappingScale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z);
+ RT += OffsetVector * step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z);
+ RT += OffsetVector * step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z);
+ RT += OffsetVector * step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z);
+ RT += OffsetVector * step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z);
+ RT += OffsetVector * step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z);
+ RT += OffsetVector * step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z);
+ RT += OffsetVector * step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z);
+ RT += OffsetVector * step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(qf_texture(u_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(v_EyeVector.xy * ((1.0 / v_EyeVector.z) * u_OffsetMappingScale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(v_EyeVector.xy) * u_OffsetMappingScale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(v_EyeVector).xy * u_OffsetMappingScale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.5;
+ TexCoord -= OffsetVector * qf_texture(u_NormalmapTexture, TexCoord).a;
+ TexCoord -= OffsetVector * qf_texture(u_NormalmapTexture, TexCoord).a;
+ return TexCoord;
+#endif // APPLY_RELIEFMAPPING
}
-#endif
+#endif // defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING)
void main()
{
#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING)
-// apply offsetmapping
-vec2 TexCoordOffset = OffsetMapping(TexCoord);
-#define TexCoord TexCoordOffset
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(v_TexCoord);
+#define v_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;
+
+ myhalf3 surfaceNormal;
+ myhalf3 surfaceNormalModelspace;
+ myhalf3 diffuseNormalModelspace;
+ float diffuseProduct;
+
+#ifdef APPLY_CELSHADING
+ int lightcell;
+ float diffuseProductPositive;
+ float diffuseProductNegative;
+ float hardShadow;
#endif
-myhalf3 weightedDiffuseNormal;
-myhalf3 specularNormal;
-float specularProduct;
+ myhalf3 weightedDiffuseNormalModelspace;
-#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0)
-myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0);
+#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(NUM_LIGHTMAPS)
+ myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0);
#else
-myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0);
+ 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));
+ myhalf4 decal = myhalf4 (0.0, 0.0, 0.0, 1.0);
+
+ // get the surface normal
+ surfaceNormal = normalize(myhalf3(qf_texture (u_NormalmapTexture, v_TexCoord)) - myhalf3 (0.5));
+ surfaceNormalModelspace = normalize(v_StrMatrix * surfaceNormal);
#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);
+#ifdef APPLY_DIRECTIONAL_LIGHT_FROM_NORMAL
+ diffuseNormalModelspace = v_StrMatrix[2];
+#else
+ diffuseNormalModelspace = u_LightDir;
+#endif // APPLY_DIRECTIONAL_LIGHT_FROM_NORMAL
+
+ weightedDiffuseNormalModelspace = diffuseNormalModelspace;
+
+#ifdef APPLY_CELSHADING
+ hardShadow = 0.0;
+#ifdef APPLY_HALFLAMBERT
+ diffuseProduct = float (dot (surfaceNormalModelspace, diffuseNormalModelspace));
+ diffuseProductPositive = float ( clamp(diffuseProduct, 0.0, 1.0) * 0.5 + 0.5 );
+ diffuseProductPositive *= diffuseProductPositive;
+ diffuseProductNegative = float ( clamp(diffuseProduct, -1.0, 0.0) * 0.5 - 0.5 );
+ diffuseProductNegative *= diffuseProductNegative;
+ diffuseProductNegative -= 0.25;
+ diffuseProduct = diffuseProductPositive;
+#else
+ diffuseProduct = float (dot (surfaceNormalModelspace, diffuseNormalModelspace));
+ diffuseProductPositive = max (diffuseProduct, 0.0);
+ diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3);
+#endif // APPLY_HALFLAMBERT
+
+ // 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(max(diffuseProduct + 0.055, 0.0) * 2.0);
+ hardShadow += float(lightcell);
-lightcell = int(diffuseProductPositive * 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);
+ 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);
+ // 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
+#ifdef APPLY_HALFLAMBERT
+ diffuseProduct = float ( clamp(dot (surfaceNormalModelspace, diffuseNormalModelspace), 0.0, 1.0) * 0.5 + 0.5 );
+ diffuseProduct *= diffuseProduct;
+#else
+ diffuseProduct = float (dot (surfaceNormalModelspace, diffuseNormalModelspace));
+#endif // APPLY_HALFLAMBERT
+
+#ifdef APPLY_DIRECTIONAL_LIGHT_MIX
+ color.rgb += qf_FrontColor.rgb;
+#else
+ color.rgb += u_LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + u_LightAmbient;
#endif
-// deluxemapping using light vectors in modelspace
+#endif // APPLY_CELSHADING
+
+#endif // APPLY_DIRECTIONAL_LIGHT
-#ifdef APPLY_LIGHTSTYLE0
+ // deluxemapping using light vectors in modelspace
-// 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 NUM_LIGHTMAPS
+ // get light normal
+ diffuseNormalModelspace = normalize(myhalf3 (qf_texture(u_LightmapTexture[0], vec2(v_LightmapTexCoord[0].s+u_DeluxemapOffset[0],v_LightmapTexCoord[0].t))) - myhalf3 (0.5));
+ // calculate directional shading
+ diffuseProduct = float (dot (surfaceNormalModelspace, diffuseNormalModelspace));
#ifdef APPLY_FBLIGHTMAP
-weightedDiffuseNormal = diffuseNormal;
-// apply lightmap color
-color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)));
+ weightedDiffuseNormalModelspace = diffuseNormalModelspace;
+ // apply lightmap color
+ color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (qf_texture (u_LightmapTexture[0], v_LightmapTexCoord[0])));
#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
+ weightedDiffuseNormalModelspace = u_LightstyleColor[0] * diffuseNormalModelspace;
+ // apply lightmap color
+ color.rgb += u_LightstyleColor[0] * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (qf_texture(u_LightmapTexture[0], v_LightmapTexCoord[0]));
+#endif // APPLY_FBLIGHTMAP
#ifdef APPLY_AMBIENT_COMPENSATION
-// compensate for ambient lighting
-color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * LightAmbient;
+ // compensate for ambient lighting
+ color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * u_LightAmbient;
+#endif
+
+#if NUM_LIGHTMAPS >= 2
+ diffuseNormalModelspace = normalize(myhalf3 (qf_texture (u_LightmapTexture[1], vec2(v_LightmapTexCoord[1].s+u_DeluxemapOffset[1],v_LightmapTexCoord[1].t))) - myhalf3 (0.5));
+ diffuseProduct = float (dot (surfaceNormalModelspace, diffuseNormalModelspace));
+ weightedDiffuseNormalModelspace += u_LightstyleColor[1] * diffuseNormalModelspace;
+ color.rgb += u_LightstyleColor[1] * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (qf_texture(u_LightmapTexture[1], v_LightmapTexCoord[1]));
+#if NUM_LIGHTMAPS >= 3
+ diffuseNormalModelspace = normalize(myhalf3 (qf_texture (u_LightmapTexture[2], vec2(v_LightmapTexCoord[2].s+u_DeluxemapOffset[2],v_LightmapTexCoord[2].t))) - myhalf3 (0.5));
+ diffuseProduct = float (dot (surfaceNormalModelspace, diffuseNormalModelspace));
+ weightedDiffuseNormalModelspace += u_LightstyleColor[2] * diffuseNormalModelspace;
+ color.rgb += u_LightstyleColor[2] * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (qf_texture(u_LightmapTexture[2], v_LightmapTexCoord[2]));
+#if NUM_LIGHTMAPS >= 4
+ diffuseNormalModelspace = normalize(myhalf3 (qf_texture (u_LightmapTexture[3], vec2(v_LightmapTexCoord[3].s+u_DeluxemapOffset[3],v_LightmapTexCoord[3].t))) - myhalf3 (0.5));
+ diffuseProduct = float (dot (surfaceNormalModelspace, diffuseNormalModelspace));
+ weightedDiffuseNormalModelspace += u_LightstyleColor[3] * diffuseNormalModelspace;
+ color.rgb += u_LightstyleColor[3] * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (qf_texture(u_LightmapTexture[3], v_LightmapTexCoord[3]));
+#endif // NUM_LIGHTMAPS >= 4
+#endif // NUM_LIGHTMAPS >= 3
+#endif // NUM_LIGHTMAPS >= 2
+#endif // NUM_LIGHTMAPS
+
+#if defined(NUM_DLIGHTS)
+ color.rgb += DynamicLightsSummaryColor(v_Position, surfaceNormalModelspace);
#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_SPECULAR
+
+#ifdef NORMALIZE_DIFFUSE_NORMAL
+ myhalf3 specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormalModelspace)) + myhalf3 (normalize (u_EntityDist - v_Position)));
+#else
+ myhalf3 specularNormal = normalize (weightedDiffuseNormalModelspace + myhalf3 (normalize (u_EntityDist - v_Position)));
+#endif
-#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));
+ myhalf specularProduct = myhalf(dot (surfaceNormalModelspace, specularNormal));
+ color.rgb += (myhalf3(qf_texture(u_GlossTexture, v_TexCoord)) * u_GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), u_GlossExponent);
+#endif // APPLY_SPECULAR
-#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));
+#if defined(APPLY_BASETEX_ALPHA_ONLY) && !defined(APPLY_DRAWFLAT)
+ color = min(color, myhalf4(qf_texture(u_BaseTexture, v_TexCoord).a));
+#else
+ myhalf4 diffuse;
+#ifdef APPLY_DRAWFLAT
+ myhalf n = myhalf(step(DRAWFLAT_NORMAL_STEP, abs(v_StrMatrix[2].z)));
+ diffuse = myhalf4(mix(u_WallColor, u_FloorColor, n), myhalf(qf_texture(u_BaseTexture, v_TexCoord).a));
+#else
+ diffuse = myhalf4(qf_texture(u_BaseTexture, v_TexCoord));
#endif
+
+#ifdef APPLY_ENTITY_DECAL
+
+#ifdef APPLY_ENTITY_DECAL_ADD
+ decal.rgb = myhalf3(qf_texture(u_EntityDecalTexture, v_TexCoord));
+ diffuse.rgb += u_EntityColor.rgb * decal.rgb;
+#else
+ decal = myhalf4(u_EntityColor.rgb, 1.0) * myhalf4(qf_texture(u_EntityDecalTexture, v_TexCoord));
+ diffuse.rgb = mix(diffuse.rgb, decal.rgb, decal.a);
+#endif // APPLY_ENTITY_DECAL_ADD
+
+#endif // APPLY_ENTITY_DECAL
+
+color = color * diffuse;
+#endif // defined(APPLY_BASETEX_ALPHA_ONLY) && !defined(APPLY_DRAWFLAT)
+
+#ifdef APPLY_DECAL
+
+#ifdef APPLY_DECAL_ADD
+ decal.rgb = myhalf3(qf_FrontColor.rgb) * myhalf3(qf_texture(u_DecalTexture, v_TexCoord));
+ color.rgb = decal.rgb + color.rgb;
+ color.a = color.a * myhalf(qf_FrontColor.a);
+#else
+ decal = myhalf4(qf_FrontColor) * myhalf4(qf_texture(u_DecalTexture, v_TexCoord));
+ color.rgb = mix(color.rgb, decal.rgb, decal.a);
+#endif // APPLY_DECAL_ADD
+
+#else
+
+#if defined (APPLY_DIRECTIONAL_LIGHT) && defined(APPLY_DIRECTIONAL_LIGHT_MIX)
+ color = color;
+#else
+ color = color * myhalf4(qf_FrontColor);
#endif
+
+#endif // APPLY_DECAL
+
+#ifdef APPLY_GREYSCALE
+ color.rgb = Greyscale(color.rgb);
#endif
+
+#if defined(APPLY_FOG) && !defined(APPLY_FOG_COLOR)
+ myhalf fogDensity = FogDensity(v_FogCoord);
+ color.rgb = mix(color.rgb, u_Fog.Color, fogDensity);
#endif
-#ifdef APPLY_SPECULAR
+ qf_FragColor = vec4(color);
+}
-#ifdef NORMALIZE_DIFFUSE_NORMAL
-specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector)));
+#endif // FRAGMENT_SHADER
+
+[fragment shader]
+#version 130
+
+#define QF_GLSL_VERSION 130
+#define FRAGMENT_SHADER
+#if !defined(myhalf)
+//#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
+#endif
+
+#if QF_GLSL_VERSION >= 130
+ precision highp float;
+
+# ifdef VERTEX_SHADER
+ out myhalf4 qf_FrontColor;
+# define qf_varying out
+# define qf_attribute in
+# endif
+# ifdef FRAGMENT_SHADER
+ in myhalf4 qf_FrontColor;
+ out myhalf4 qf_FragColor;
+# define qf_varying in
+# define qf_attribute in
+# endif
+
+# define qf_texture texture
+# define qf_textureCube texture
+# define qf_textureLod textureLod
+# define qf_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
+# define qf_shadow texture
#else
-specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector)));
+# ifdef VERTEX_SHADER
+# define qf_FrontColor gl_FrontColor
+# define qf_varying varying
+# define qf_attribute attribute
+# endif
+
+# ifdef FRAGMENT_SHADER
+# define qf_FrontColor gl_Color
+# define qf_FragColor gl_FragColor
+# define qf_varying varying
+# define qf_attribute attribute
+# endif
+# define qf_texture texture2D
+# define qf_textureLod texture2DLod
+# define qf_textureCube textureCube
+# define qf_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
+# define qf_shadow shadow2D
#endif
-specularProduct = float (dot (surfaceNormal, specularNormal));
-color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent);
+#ifndef M_PI
+#define M_PI 3.14159265358979323846
+#endif
+#ifndef M_TWOPI
+#define M_TWOPI 6.28318530717958647692
#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));
+#ifndef MAX_UNIFORM_BONES
+#define MAX_UNIFORM_BONES 100
#endif
-color = color * myhalf4(texture2D(BaseTexture, TexCoord));
+
+#ifndef MAX_UNIFORM_INSTANCES
+#define MAX_UNIFORM_INSTANCES 40
#endif
+uniform vec3 u_QF_ViewOrigin;
+uniform mat3 u_QF_ViewAxis;
+uniform float u_QF_MirrorSide;
+uniform vec3 u_QF_EntityOrigin;
+uniform float u_QF_ShaderTime;
-#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);
+#ifndef M_PI
+#define M_PI 3.14159265358979323846
+#endif
+#ifndef M_TWOPI
+#define M_TWOPI 6.28318530717958647692
+#endif
+
+#ifndef WAVE_SIN
+float QF_WaveFunc_Sin(float x)
+{
+x -= floor(x);
+return sin(x * M_TWOPI);
+}
+float QF_WaveFunc_Triangle(float x)
+{
+x -= floor(x);
+return step(x, 0.25) * x * 4.0 + (2.0 - 4.0 * step(0.25, x) * step(x, 0.75) * x) + ((step(0.75, x) * x - 0.75) * 4.0 - 1.0);
+}
+float QF_WaveFunc_Square(float x)
+{
+x -= floor(x);
+return step(x, 0.5) * 2.0 - 1.0;
+}
+float QF_WaveFunc_Sawtooth(float x)
+{
+x -= floor(x);
+return x;
+}
+float QF_QF_WaveFunc_InverseSawtooth(float x)
+{
+x -= floor(x);
+return 1.0 - x;
+}
+
+#define WAVE_SIN(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Sin((phase)+(time)*(freq))))
+#define WAVE_TRIANGLE(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Triangle((phase)+(time)*(freq))))
+#define WAVE_SQUARE(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Square((phase)+(time)*(freq))))
+#define WAVE_SAWTOOTH(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Sawtooth((phase)+(time)*(freq))))
+#define WAVE_INVERSESAWTOOTH(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_QF_WaveFunc_InverseSawtooth((phase)+(time)*(freq))))
+#endif
+
+#ifdef VERTEX_SHADER
+attribute vec4 a_BonesIndices;
+attribute vec4 a_BonesWeights;
+
+uniform vec4 u_QF_DualQuats[MAX_UNIFORM_BONES*2];
+
+#if defined(DUAL_QUAT_TRANSFORM_NORMALS)
+#if defined(DUAL_QUAT_TRANSFORM_TANGENT)
+void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal, inout vec3 Tangent)
#else
-myhalf4 decal = myhalf4(gl_Color.rgba);
-if (decal.a > 0.0)
+void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal)
+#endif
+#else
+void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position)
+#endif
{
-decal = decal * myhalf4(texture2D(DecalTexture, TexCoord));
-color.rgb = decal.rgb * decal.a + color.rgb * (1.0-decal.a);
+int index;
+vec4 Indices = a_BonesIndices;
+vec4 Weights = a_BonesWeights;
+vec4 Indices_2 = Indices * 2.0;
+vec4 DQReal, DQDual;
+
+index = int(Indices_2.x);
+DQReal = u_QF_DualQuats[index+0];
+DQDual = u_QF_DualQuats[index+1];
+
+if (numWeights > 1)
+{
+DQReal *= Weights.x;
+DQDual *= Weights.x;
+
+vec4 DQReal1, DQDual1;
+float scale;
+
+index = int(Indices_2.y);
+DQReal1 = u_QF_DualQuats[index+0];
+DQDual1 = u_QF_DualQuats[index+1];
+// antipodality handling
+scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.y;
+DQReal += DQReal1 * scale;
+DQDual += DQDual1 * scale;
+
+if (numWeights > 2)
+{
+index = int(Indices_2.z);
+DQReal1 = u_QF_DualQuats[index+0];
+DQDual1 = u_QF_DualQuats[index+1];
+// antipodality handling
+scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.z;
+DQReal += DQReal1 * scale;
+DQDual += DQDual1 * scale;
+
+if (numWeights > 3)
+{
+index = int(Indices_2.w);
+DQReal1 = u_QF_DualQuats[index+0];
+DQDual1 = u_QF_DualQuats[index+1];
+// antipodality handling
+scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.w;
+DQReal += DQReal1 * scale;
+DQDual += DQDual1 * scale;
+}
+}
+}
+
+float len = length(DQReal);
+DQReal /= len;
+DQDual /= len;
+
+Position.xyz = (cross(DQReal.xyz, cross(DQReal.xyz, Position.xyz) + Position.xyz*DQReal.w + DQDual.xyz) + DQDual.xyz*DQReal.w - DQReal.xyz*DQDual.w)*2.0 + Position.xyz;
+
+#ifdef DUAL_QUAT_TRANSFORM_NORMALS
+Normal = cross(DQReal.xyz, cross(DQReal.xyz, Normal) + Normal*DQReal.w)*2.0 + Normal;
+#endif
+
+#ifdef DUAL_QUAT_TRANSFORM_TANGENT
+Tangent = cross(DQReal.xyz, cross(DQReal.xyz, Tangent) + Tangent*DQReal.w)*2.0 + Tangent;
+#endif
}
+
+// use defines to overload the transform function
+
+#define DUAL_QUAT_TRANSFORM_NORMALS
+#if defined(DUAL_QUAT_TRANSFORM_NORMALS)
+#if defined(DUAL_QUAT_TRANSFORM_TANGENT)
+void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal, inout vec3 Tangent)
+#else
+void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal)
#endif
#else
-color = color * myhalf4(gl_Color.rgba);
+void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position)
#endif
+{
+int index;
+vec4 Indices = a_BonesIndices;
+vec4 Weights = a_BonesWeights;
+vec4 Indices_2 = Indices * 2.0;
+vec4 DQReal, DQDual;
-#ifdef APPLY_GRAYSCALE
-float grey = dot(color, myhalf3(0.299, 0.587, 0.114));
-gl_FragColor = vec4(vec3(grey),color.a);
+index = int(Indices_2.x);
+DQReal = u_QF_DualQuats[index+0];
+DQDual = u_QF_DualQuats[index+1];
+
+if (numWeights > 1)
+{
+DQReal *= Weights.x;
+DQDual *= Weights.x;
+
+vec4 DQReal1, DQDual1;
+float scale;
+
+index = int(Indices_2.y);
+DQReal1 = u_QF_DualQuats[index+0];
+DQDual1 = u_QF_DualQuats[index+1];
+// antipodality handling
+scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.y;
+DQReal += DQReal1 * scale;
+DQDual += DQDual1 * scale;
+
+if (numWeights > 2)
+{
+index = int(Indices_2.z);
+DQReal1 = u_QF_DualQuats[index+0];
+DQDual1 = u_QF_DualQuats[index+1];
+// antipodality handling
+scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.z;
+DQReal += DQReal1 * scale;
+DQDual += DQDual1 * scale;
+
+if (numWeights > 3)
+{
+index = int(Indices_2.w);
+DQReal1 = u_QF_DualQuats[index+0];
+DQDual1 = u_QF_DualQuats[index+1];
+// antipodality handling
+scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.w;
+DQReal += DQReal1 * scale;
+DQDual += DQDual1 * scale;
+}
+}
+}
+
+float len = length(DQReal);
+DQReal /= len;
+DQDual /= len;
+
+Position.xyz = (cross(DQReal.xyz, cross(DQReal.xyz, Position.xyz) + Position.xyz*DQReal.w + DQDual.xyz) + DQDual.xyz*DQReal.w - DQReal.xyz*DQDual.w)*2.0 + Position.xyz;
+
+#ifdef DUAL_QUAT_TRANSFORM_NORMALS
+Normal = cross(DQReal.xyz, cross(DQReal.xyz, Normal) + Normal*DQReal.w)*2.0 + Normal;
+#endif
+
+#ifdef DUAL_QUAT_TRANSFORM_TANGENT
+Tangent = cross(DQReal.xyz, cross(DQReal.xyz, Tangent) + Tangent*DQReal.w)*2.0 + Tangent;
+#endif
+}
+
+#define DUAL_QUAT_TRANSFORM_TANGENT
+#if defined(DUAL_QUAT_TRANSFORM_NORMALS)
+#if defined(DUAL_QUAT_TRANSFORM_TANGENT)
+void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal, inout vec3 Tangent)
+#else
+void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal)
+#endif
#else
-gl_FragColor = vec4(color);
+void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position)
#endif
+{
+int index;
+vec4 Indices = a_BonesIndices;
+vec4 Weights = a_BonesWeights;
+vec4 Indices_2 = Indices * 2.0;
+vec4 DQReal, DQDual;
+
+index = int(Indices_2.x);
+DQReal = u_QF_DualQuats[index+0];
+DQDual = u_QF_DualQuats[index+1];
+
+if (numWeights > 1)
+{
+DQReal *= Weights.x;
+DQDual *= Weights.x;
+
+vec4 DQReal1, DQDual1;
+float scale;
+
+index = int(Indices_2.y);
+DQReal1 = u_QF_DualQuats[index+0];
+DQDual1 = u_QF_DualQuats[index+1];
+// antipodality handling
+scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.y;
+DQReal += DQReal1 * scale;
+DQDual += DQDual1 * scale;
+
+if (numWeights > 2)
+{
+index = int(Indices_2.z);
+DQReal1 = u_QF_DualQuats[index+0];
+DQDual1 = u_QF_DualQuats[index+1];
+// antipodality handling
+scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.z;
+DQReal += DQReal1 * scale;
+DQDual += DQDual1 * scale;
+
+if (numWeights > 3)
+{
+index = int(Indices_2.w);
+DQReal1 = u_QF_DualQuats[index+0];
+DQDual1 = u_QF_DualQuats[index+1];
+// antipodality handling
+scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.w;
+DQReal += DQReal1 * scale;
+DQDual += DQDual1 * scale;
+}
+}
}
-#endif // FRAGMENT_SHADER
+float len = length(DQReal);
+DQReal /= len;
+DQDual /= len;
+Position.xyz = (cross(DQReal.xyz, cross(DQReal.xyz, Position.xyz) + Position.xyz*DQReal.w + DQDual.xyz) + DQDual.xyz*DQReal.w - DQReal.xyz*DQDual.w)*2.0 + Position.xyz;
-[vertex shader]
-#define VERTEX_SHADER
-#define APPLY_LIGHTSTYLE0
+#ifdef DUAL_QUAT_TRANSFORM_NORMALS
+Normal = cross(DQReal.xyz, cross(DQReal.xyz, Normal) + Normal*DQReal.w)*2.0 + Normal;
+#endif
+
+#ifdef DUAL_QUAT_TRANSFORM_TANGENT
+Tangent = cross(DQReal.xyz, cross(DQReal.xyz, Tangent) + Tangent*DQReal.w)*2.0 + Tangent;
+#endif
+}
+
+#endif
+#ifdef VERTEX_SHADER
+#ifdef APPLY_INSTANCED_ATTRIB_TRASNFORMS
+attribute vec4 a_InstanceQuat;
+attribute vec4 a_InstancePosAndScale;
+#elif defined(GL_ARB_draw_instanced)
+
+uniform vec4 u_QF_InstancePoints[MAX_UNIFORM_INSTANCES*2];
+
+#define a_InstanceQuat u_QF_InstancePoints[gl_InstanceID*2]
+#define a_InstancePosAndScale u_QF_InstancePoints[gl_InstanceID*2+1]
+#else
+uniform vec4 u_QF_InstancePoints[2];
+#define a_InstanceQuat u_QF_InstancePoints[0]
+#define a_InstancePosAndScale u_QF_InstancePoints[1]
+#endif
+
+void QF_InstancedTransform(inout vec4 Position, inout vec3 Normal)
+{
+Position.xyz = (cross(a_InstanceQuat.xyz, cross(a_InstanceQuat.xyz, Position.xyz) + Position.xyz*a_InstanceQuat.w)*2.0 + Position.xyz) *
+ a_InstancePosAndScale.w + a_InstancePosAndScale.xyz;
+Normal = cross(a_InstanceQuat.xyz, cross(a_InstanceQuat.xyz, Normal) + Normal*a_InstanceQuat.w)*2.0 + Normal;
+}
+
+#endif
+#define QF_LatLong2Norm(ll) vec3(cos((ll).y) * sin((ll).x), sin((ll).y) * sin((ll).x), cos((ll).x))
+
+#define APPLY_RGB_CONST
+#define APPLY_ALPHA_CONST
+#define NUM_LIGHTMAPS 1
#define APPLY_FBLIGHTMAP
#define APPLY_SPECULAR
-// Warsow GLSL shader
-#if !defined(__GLSL_CG_DATA_TYPES)
-#define myhalf float
-#define myhalf2 vec2
-#define myhalf3 vec3
-#define myhalf4 vec4
+#define DRAWFLAT_NORMAL_STEP 0.5 // floor or ceiling if < abs(normal.z)
+uniform mat4 u_ModelViewMatrix;
+uniform mat4 u_ModelViewProjectionMatrix;
+
+uniform float u_ShaderTime;
+
+uniform vec3 u_ViewOrigin;
+uniform mat3 u_ViewAxis;
+
+uniform vec3 u_EntityDist;
+uniform vec3 u_EntityOrigin;
+uniform myhalf4 u_EntityColor;
+
+uniform myhalf4 u_ConstColor;
+uniform myhalf4 u_RGBGenFuncArgs, u_AlphaGenFuncArgs;
+uniform myhalf3 u_LightstyleColor[4]; // lightstyle colors
+
+uniform myhalf3 u_LightAmbient;
+uniform myhalf3 u_LightDiffuse;
+uniform vec3 u_LightDir;
+
+uniform myhalf2 u_BlendMix;
+
+uniform vec2 u_TextureMatrix[3];
+#define TextureMatrix2x3Mul(m2x3,tc) vec2(dot((m2x3)[0],(tc)) + (m2x3)[2][0], dot((m2x3)[1],(tc)) + (m2x3)[2][1])
+
+uniform float u_MirrorSide;
+
+uniform float u_ZNear, u_ZFar;
+
+uniform ivec4 u_Viewport; // x, y, width, height
+
+uniform vec4 u_TextureParams;
+
+uniform myhalf u_SoftParticlesScale;
+
+
+#if defined(NUM_DLIGHTS)
+#if defined(FRAGMENT_SHADER)
+#if defined(NUM_DLIGHTS)
+
+struct DynamicLight
+{
+ myhalf Radius;
+ vec3 Position;
+ myhalf3 Diffuse;
+};
+
+uniform DynamicLight u_DynamicLights[NUM_DLIGHTS];
+uniform int u_NumDynamicLights;
+#ifdef DLIGHTS_SURFACE_NORMAL_IN
+myhalf3 DynamicLightsSummaryColor(in vec3 Position, in myhalf3 surfaceNormalModelspace)
+#else
+myhalf3 DynamicLightsSummaryColor(in vec3 Position)
+#endif
+{
+ myhalf3 Color = myhalf3(0.0);
+
+#if QF_GLSL_VERSION >= 330
+ for (int i = 0; i < u_NumDynamicLights; i++)
#else
-#define myhalf half
-#define myhalf2 half2
-#define myhalf3 half3
-#define myhalf4 half4
+ for (int i = 0; i < NUM_DLIGHTS; i++)
#endif
+ {
+ myhalf3 STR = myhalf3(u_DynamicLights[i].Position - Position);
+ myhalf distance = length(STR);
+ myhalf falloff = clamp(1.0 - distance / u_DynamicLights[i].Radius, 0.0, 1.0);
+
+ falloff *= falloff;
-varying vec2 TexCoord;
-#ifdef APPLY_LIGHTSTYLE0
-varying vec4 LightmapTexCoord01;
-#ifdef APPLY_LIGHTSTYLE2
-varying vec4 LightmapTexCoord23;
+ #ifdef DLIGHTS_SURFACE_NORMAL_IN
+ falloff *= myhalf(max(dot(normalize(STR), surfaceNormalModelspace), 0.0));
+ #endif
+
+ Color += falloff * u_DynamicLights[i].Diffuse;
+ }
+
+ return Color;
+}
+
+
+#define DLIGHTS_SURFACE_NORMAL_IN
+#ifdef DLIGHTS_SURFACE_NORMAL_IN
+myhalf3 DynamicLightsSummaryColor(in vec3 Position, in myhalf3 surfaceNormalModelspace)
+#else
+myhalf3 DynamicLightsSummaryColor(in vec3 Position)
#endif
+{
+ myhalf3 Color = myhalf3(0.0);
+
+#if QF_GLSL_VERSION >= 330
+ for (int i = 0; i < u_NumDynamicLights; i++)
+#else
+ for (int i = 0; i < NUM_DLIGHTS; i++)
#endif
+ {
+ myhalf3 STR = myhalf3(u_DynamicLights[i].Position - Position);
+ myhalf distance = length(STR);
+ myhalf falloff = clamp(1.0 - distance / u_DynamicLights[i].Radius, 0.0, 1.0);
+
+ falloff *= falloff;
+
+ #ifdef DLIGHTS_SURFACE_NORMAL_IN
+ falloff *= myhalf(max(dot(normalize(STR), surfaceNormalModelspace), 0.0));
+ #endif
+
+ Color += falloff * u_DynamicLights[i].Diffuse;
+ }
+
+ return Color;
+}
+
-#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING)
-varying vec3 EyeVector;
#endif
-#ifdef APPLY_DIRECTIONAL_LIGHT
-varying vec3 LightVector;
+#endif
#endif
-varying mat3 strMatrix; // directions of S/T/R texcoords (tangent, binormal, normal)
+#ifdef APPLY_FOG
+struct Fog
+{
+ float EyeDist;
+ vec4 EyePlane, Plane;
+ myhalf3 Color;
+ float Scale;
+};
-#ifdef VERTEX_SHADER
-// Vertex shader
+uniform Fog u_Fog;
-uniform vec3 EyeOrigin;
+#define FOG_TEXCOORD_STEP 1.0/256.0
-#ifdef APPLY_DIRECTIONAL_LIGHT
-uniform vec3 LightDir;
+#define FogDensity(coord) sqrt(clamp((coord)[0],0.0,1.0))*step(FOG_TEXCOORD_STEP,(coord)[1])
+
+#define FOG_GEN_OUTPUT_COLOR
+#if defined(FOG_GEN_OUTPUT_COLOR)
+void FogGen(in vec4 Position, inout myhalf4 outColor, in myhalf2 blendMix)
+#elif defined(FOG_GEN_OUTPUT_TEXCOORDS)
+void FogGen(in vec4 Position, inout vec2 outTexCoord)
#endif
+{
+ // side = vec2(inside, outside)
+ myhalf2 side = myhalf2(step(u_Fog.EyeDist, 0.0), step(0.0, u_Fog.EyeDist));
+ myhalf FDist = dot(Position.xyz, u_Fog.EyePlane.xyz) - u_Fog.EyePlane.w;
+ myhalf FVdist = dot(Position.xyz, u_Fog.Plane.xyz) - u_Fog.Plane.w;
+ myhalf FogDistScale = FVdist / (FVdist - u_Fog.EyeDist);
-void main()
+#if defined(FOG_GEN_OUTPUT_COLOR)
+ myhalf FogDist = FDist * dot(side, myhalf2(1.0, FogDistScale));
+ myhalf FogScale = myhalf(clamp(1.0 - FogDist * u_Fog.Scale, 0.0, 1.0));
+ outColor *= mix(myhalf4(1.0), myhalf4(FogScale), blendMix.xxxy);
+#endif
+
+#if defined(FOG_GEN_OUTPUT_TEXCOORDS)
+ myhalf FogS = FDist * dot(side, myhalf2(1.0, step(FVdist, 0.0) * FogDistScale));
+ myhalf FogT = -FVdist;
+ outTexCoord = vec2(FogS * u_Fog.Scale, FogT * u_Fog.Scale + 1.5*FOG_TEXCOORD_STEP);
+#endif
+}
+
+
+#undef FOG_GEN_OUTPUT_COLOR
+#define FOG_GEN_OUTPUT_TEXCOORDS
+#if defined(FOG_GEN_OUTPUT_COLOR)
+void FogGen(in vec4 Position, inout myhalf4 outColor, in myhalf2 blendMix)
+#elif defined(FOG_GEN_OUTPUT_TEXCOORDS)
+void FogGen(in vec4 Position, inout vec2 outTexCoord)
+#endif
{
-gl_FrontColor = gl_Color;
+ // side = vec2(inside, outside)
+ myhalf2 side = myhalf2(step(u_Fog.EyeDist, 0.0), step(0.0, u_Fog.EyeDist));
+ myhalf FDist = dot(Position.xyz, u_Fog.EyePlane.xyz) - u_Fog.EyePlane.w;
+ myhalf FVdist = dot(Position.xyz, u_Fog.Plane.xyz) - u_Fog.Plane.w;
+ myhalf FogDistScale = FVdist / (FVdist - u_Fog.EyeDist);
-TexCoord = vec2 (gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#if defined(FOG_GEN_OUTPUT_COLOR)
+ myhalf FogDist = FDist * dot(side, myhalf2(1.0, FogDistScale));
+ myhalf FogScale = myhalf(clamp(1.0 - FogDist * u_Fog.Scale, 0.0, 1.0));
+ outColor *= mix(myhalf4(1.0), myhalf4(FogScale), blendMix.xxxy);
+#endif
-#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;
+#if defined(FOG_GEN_OUTPUT_TEXCOORDS)
+ myhalf FogS = FDist * dot(side, myhalf2(1.0, step(FVdist, 0.0) * FogDistScale));
+ myhalf FogT = -FVdist;
+ outTexCoord = vec2(FogS * u_Fog.Scale, FogT * u_Fog.Scale + 1.5*FOG_TEXCOORD_STEP);
#endif
+}
+
#endif
+#ifdef APPLY_GREYSCALE
+myhalf3 Greyscale(myhalf3 color)
+{
+ return myhalf3(dot(color, myhalf3(0.299, 0.587, 0.114)));
+}
+
#endif
+
+qf_varying vec2 v_TexCoord;
+#ifdef NUM_LIGHTMAPS
+qf_varying vec2 v_LightmapTexCoord[NUM_LIGHTMAPS];
#endif
-strMatrix[0] = gl_MultiTexCoord1.xyz;
-strMatrix[2] = gl_Normal.xyz;
-strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]);
+qf_varying vec3 v_Position;
#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING)
-vec3 EyeVectorWorld = EyeOrigin - gl_Vertex.xyz;
-EyeVector = EyeVectorWorld * strMatrix;
+qf_varying vec3 v_EyeVector;
#endif
-#ifdef APPLY_DIRECTIONAL_LIGHT
-LightVector = LightDir * strMatrix;
+qf_varying mat3 v_StrMatrix; // directions of S/T/R texcoords (tangent, binormal, normal)
+
+#if defined(APPLY_FOG) && !defined(APPLY_FOG_COLOR)
+qf_varying vec2 v_FogCoord;
#endif
-gl_Position = ftransform ();
-#ifdef APPLY_CLIPPING
-#ifdef __GLSL_CG_DATA_TYPES
-gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;
+#ifdef VERTEX_SHADER
+#ifdef VERTEX_SHADER
+qf_attribute vec4 a_Position;
+qf_attribute vec4 a_SVector;
+qf_attribute vec4 a_Normal;
+qf_attribute vec4 a_Color;
+qf_attribute vec2 a_TexCoord;
+qf_attribute vec2 a_LightmapCoord0, a_LightmapCoord1, a_LightmapCoord2, a_LightmapCoord3;
+#endif
+void TransformVerts(inout vec4 Position, inout vec3 Normal, inout vec2 TexCoord)
+{
+#ifdef NUM_BONE_INFLUENCES
+ QF_VertexDualQuatsTransform(NUM_BONE_INFLUENCES, Position, Normal);
#endif
+
+#ifdef APPLY_DEFORMVERTS
+ QF_DeformVerts(Position, Normal, TexCoord);
+#endif
+
+#ifdef APPLY_INSTANCED_TRANSFORMS
+ QF_InstancedTransform(Position, Normal);
#endif
}
-#endif // VERTEX_SHADER
+void TransformVerts(inout vec4 Position, inout vec3 Normal, inout vec3 Tangent, inout vec2 TexCoord)
+{
+#ifdef NUM_BONE_INFLUENCES
+ QF_VertexDualQuatsTransform(NUM_BONE_INFLUENCES, Position, Normal, Tangent);
+#endif
+#ifdef APPLY_DEFORMVERTS
+ QF_DeformVerts(Position, Normal, TexCoord);
+#endif
-#ifdef FRAGMENT_SHADER
-// Fragment shader
+#ifdef APPLY_INSTANCED_TRANSFORMS
+ QF_InstancedTransform(Position, Normal);
+#endif
+}
+myhalf4 VertexRGBGen(in vec4 Position, in vec3 Normal, in myhalf4 VertexColor)
+{
+#if defined(APPLY_RGB_DISTANCERAMP) || defined(APPLY_ALPHA_DISTANCERAMP)
+#define DISTANCERAMP(x1,x2,y1,y2) ((y2 - y1) / (x2 - x1) * (clamp(myhalf(dot(u_EntityDist - Position.xyz, Normal)),0.0,x2) - x1) + y1)
+#endif
-#ifdef APPLY_LIGHTSTYLE0
-uniform sampler2D LightmapTexture0;
-uniform float DeluxemapOffset0; // s-offset for LightmapTexCoord
-uniform myhalf3 lsColor0; // lightstyle color
+#if defined(APPLY_RGB_CONST) && defined(APPLY_ALPHA_CONST)
+ myhalf4 Color = u_ConstColor;
+#else
+ myhalf4 Color = myhalf4(1.0);
-#ifdef APPLY_LIGHTSTYLE1
-uniform sampler2D LightmapTexture1;
-uniform float DeluxemapOffset1;
-uniform myhalf3 lsColor1;
+#if defined(APPLY_RGB_CONST)
+ Color.rgb = u_ConstColor.rgb;
+#elif defined(APPLY_RGB_VERTEX)
+ Color.rgb = VertexColor.rgb;
+#elif defined(APPLY_RGB_ONE_MINUS_VERTEX)
+ Color.rgb = myhalf3(1.0) - VertexColor.rgb;
+#elif defined(APPLY_RGB_GEN_DIFFUSELIGHT)
+ Color.rgb = myhalf3(u_LightAmbient + max(dot(u_LightDir, Normal), 0.0) * u_LightDiffuse);
+#endif
-#ifdef APPLY_LIGHTSTYLE2
-uniform sampler2D LightmapTexture2;
-uniform float DeluxemapOffset2;
-uniform myhalf3 lsColor2;
+#if defined(APPLY_ALPHA_CONST)
+ Color.a = u_ConstColor.a;
+#elif defined(APPLY_ALPHA_VERTEX)
+ Color.a = VertexColor.a;
+#elif defined(APPLY_ALPHA_ONE_MINUS_VERTEX)
+ Color.a = 1.0 - VertexColor.a;
+#endif
-#ifdef APPLY_LIGHTSTYLE3
-uniform sampler2D LightmapTexture3;
-uniform float DeluxemapOffset3;
-uniform myhalf3 lsColor3;
+#endif
+#ifdef APPLY_RGB_DISTANCERAMP
+ Color.rgb *= DISTANCERAMP(u_RGBGenFuncArgs[2], u_RGBGenFuncArgs[3], u_RGBGenFuncArgs[0], u_RGBGenFuncArgs[1]);
#endif
+
+#ifdef APPLY_ALPHA_DISTANCERAMP
+ Color.a *= DISTANCERAMP(u_AlphaGenFuncArgs[2], u_AlphaGenFuncArgs[3], u_AlphaGenFuncArgs[0], u_AlphaGenFuncArgs[1]);
#endif
+
+ return Color;
+#if defined(APPLY_RGB_DISTANCERAMP) || defined(APPLY_ALPHA_DISTANCERAMP)
+#undef DISTANCERAMP
#endif
+}
+
+
+void main()
+{
+ vec4 Position = a_Position;
+ vec3 Normal = a_Normal.xyz;
+ myhalf4 inColor = myhalf4(a_Color);
+ vec2 TexCoord = a_TexCoord;
+ vec3 Tangent = a_SVector.xyz;
+ float TangentDir = a_SVector.w;
+
+ TransformVerts(Position, Normal, Tangent, TexCoord);
+
+ myhalf4 outColor = VertexRGBGen(Position, Normal, inColor);
+
+#ifdef APPLY_FOG
+#if defined(APPLY_FOG_COLOR)
+ FogGen(Position, outColor, u_BlendMix);
+#else
+ FogGen(Position, v_FogCoord);
+#endif
+#endif // APPLY_FOG
+
+ qf_FrontColor = vec4(outColor);
+
+ v_TexCoord = TextureMatrix2x3Mul(u_TextureMatrix, TexCoord);
+
+#ifdef NUM_LIGHTMAPS
+ v_LightmapTexCoord[0] = a_LightmapCoord0;
+#if NUM_LIGHTMAPS >= 2
+ v_LightmapTexCoord[1] = a_LightmapCoord1;
+#if NUM_LIGHTMAPS >= 3
+ v_LightmapTexCoord[2] = a_LightmapCoord2;
+#if NUM_LIGHTMAPS >= 4
+ v_LightmapTexCoord[3] = a_LightmapCoord3;
+#endif // NUM_LIGHTMAPS >= 4
+#endif // NUM_LIGHTMAPS >= 3
+#endif // NUM_LIGHTMAPS >= 2
+#endif // NUM_LIGHTMAPS
+
+ v_StrMatrix[0] = Tangent;
+ v_StrMatrix[2] = Normal;
+ v_StrMatrix[1] = TangentDir * cross(Normal, Tangent);
+
+#if defined(APPLY_SPECULAR) || defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING)
+ vec3 EyeVectorWorld = u_ViewOrigin - Position.xyz;
+ v_EyeVector = EyeVectorWorld * v_StrMatrix;
+#endif
+
+ v_Position = Position.xyz;
+ gl_Position = u_ModelViewProjectionMatrix * Position;
+}
+
+#endif // VERTEX_SHADER
+
+#ifdef FRAGMENT_SHADER
+// Fragment shader
+
+#ifdef NUM_LIGHTMAPS
+uniform float u_DeluxemapOffset[NUM_LIGHTMAPS]; // s-offset for v_LightmapTexCoord
+uniform sampler2D u_LightmapTexture[NUM_LIGHTMAPS];
#endif
-uniform sampler2D BaseTexture;
-uniform sampler2D NormalmapTexture;
-uniform sampler2D GlossTexture;
+uniform sampler2D u_BaseTexture;
+uniform sampler2D u_NormalmapTexture;
+uniform sampler2D u_GlossTexture;
#ifdef APPLY_DECAL
-uniform sampler2D DecalTexture;
+uniform sampler2D u_DecalTexture;
+#endif
+
+#ifdef APPLY_ENTITY_DECAL
+uniform sampler2D u_EntityDecalTexture;
#endif
#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING)
-uniform float OffsetMappingScale;
+uniform float u_OffsetMappingScale;
#endif
-uniform myhalf3 LightAmbient;
-#ifdef APPLY_DIRECTIONAL_LIGHT
-uniform myhalf3 LightDiffuse;
+#ifdef APPLY_DRAWFLAT
+uniform myhalf3 u_WallColor;
+uniform myhalf3 u_FloorColor;
#endif
-uniform myhalf GlossIntensity; // gloss scaling factor
-uniform myhalf GlossExponent; // gloss exponent factor
+uniform myhalf u_GlossIntensity; // gloss scaling factor
+uniform myhalf u_GlossExponent; // gloss exponent factor
#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING)
// The following reliefmapping and offsetmapping routine was taken from DarkPlaces
@@ -489,207 +1801,259 @@ uniform myhalf GlossExponent; // gloss exponent factor
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
+ // 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(v_EyeVector.xy * ((1.0 / v_EyeVector.z) * u_OffsetMappingScale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(v_EyeVector.xy) * u_OffsetMappingScale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(v_EyeVector).xy * u_OffsetMappingScale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z);
+ RT += OffsetVector * step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z);
+ RT += OffsetVector * step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z);
+ RT += OffsetVector * step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z);
+ RT += OffsetVector * step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z);
+ RT += OffsetVector * step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z);
+ RT += OffsetVector * step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z);
+ RT += OffsetVector * step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z);
+ RT += OffsetVector * step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(qf_texture(u_NormalmapTexture, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(qf_texture(u_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(v_EyeVector.xy * ((1.0 / v_EyeVector.z) * u_OffsetMappingScale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(v_EyeVector.xy) * u_OffsetMappingScale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(v_EyeVector).xy * u_OffsetMappingScale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.5;
+ TexCoord -= OffsetVector * qf_texture(u_NormalmapTexture, TexCoord).a;
+ TexCoord -= OffsetVector * qf_texture(u_NormalmapTexture, TexCoord).a;
+ return TexCoord;
+#endif // APPLY_RELIEFMAPPING
}
-#endif
+#endif // defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING)
void main()
{
#if defined(APPLY_OFFSETMAPPING) || defined(APPLY_RELIEFMAPPING)
-// apply offsetmapping
-vec2 TexCoordOffset = OffsetMapping(TexCoord);
-#define TexCoord TexCoordOffset
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(v_TexCoord);
+#define v_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;
+
+ myhalf3 surfaceNormal;
+ myhalf3 surfaceNormalModelspace;
+ myhalf3 diffuseNormalModelspace;
+ float diffuseProduct;
+
+#ifdef APPLY_CELSHADING
+ int lightcell;
+ float diffuseProductPositive;
+ float diffuseProductNegative;
+ float hardShadow;
#endif
-myhalf3 weightedDiffuseNormal;
-myhalf3 specularNormal;
-float specularProduct;
+ myhalf3 weightedDiffuseNormalModelspace;
-#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(APPLY_LIGHTSTYLE0)
-myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0);
+#if !defined(APPLY_DIRECTIONAL_LIGHT) && !defined(NUM_LIGHTMAPS)
+ myhalf4 color = myhalf4 (1.0, 1.0, 1.0, 1.0);
#else
-myhalf4 color = myhalf4 (0.0, 0.0, 0.0, 1.0);
+ 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));
+ myhalf4 decal = myhalf4 (0.0, 0.0, 0.0, 1.0);
+
+ // get the surface normal
+ surfaceNormal = normalize(myhalf3(qf_texture (u_NormalmapTexture, v_TexCoord)) - myhalf3 (0.5));
+ surfaceNormalModelspace = normalize(v_StrMatrix * surfaceNormal);
#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);
+#ifdef APPLY_DIRECTIONAL_LIGHT_FROM_NORMAL
+ diffuseNormalModelspace = v_StrMatrix[2];
+#else
+ diffuseNormalModelspace = u_LightDir;
+#endif // APPLY_DIRECTIONAL_LIGHT_FROM_NORMAL
+
+ weightedDiffuseNormalModelspace = diffuseNormalModelspace;
+
+#ifdef APPLY_CELSHADING
+ hardShadow = 0.0;
+#ifdef APPLY_HALFLAMBERT
+ diffuseProduct = float (dot (surfaceNormalModelspace, diffuseNormalModelspace));
+ diffuseProductPositive = float ( clamp(diffuseProduct, 0.0, 1.0) * 0.5 + 0.5 );
+ diffuseProductPositive *= diffuseProductPositive;
+ diffuseProductNegative = float ( clamp(diffuseProduct, -1.0, 0.0) * 0.5 - 0.5 );
+ diffuseProductNegative *= diffuseProductNegative;
+ diffuseProductNegative -= 0.25;
+ diffuseProduct = diffuseProductPositive;
+#else
+ diffuseProduct = float (dot (surfaceNormalModelspace, diffuseNormalModelspace));
+ diffuseProductPositive = max (diffuseProduct, 0.0);
+ diffuseProductNegative = (-min (diffuseProduct, 0.0) - 0.3);
+#endif // APPLY_HALFLAMBERT
+
+ // 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(max(diffuseProduct + 0.055, 0.0) * 2.0);
+ hardShadow += float(lightcell);
-lightcell = int(diffuseProductPositive * 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);
+ 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);
+ // 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
+#ifdef APPLY_HALFLAMBERT
+ diffuseProduct = float ( clamp(dot (surfaceNormalModelspace, diffuseNormalModelspace), 0.0, 1.0) * 0.5 + 0.5 );
+ diffuseProduct *= diffuseProduct;
+#else
+ diffuseProduct = float (dot (surfaceNormalModelspace, diffuseNormalModelspace));
+#endif // APPLY_HALFLAMBERT
+
+#ifdef APPLY_DIRECTIONAL_LIGHT_MIX
+ color.rgb += qf_FrontColor.rgb;
+#else
+ color.rgb += u_LightDiffuse.rgb * myhalf(max (diffuseProduct, 0.0)) + u_LightAmbient;
#endif
-// deluxemapping using light vectors in modelspace
+#endif // APPLY_CELSHADING
-#ifdef APPLY_LIGHTSTYLE0
+#endif // APPLY_DIRECTIONAL_LIGHT
-// 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));
+ // deluxemapping using light vectors in modelspace
+
+#ifdef NUM_LIGHTMAPS
+ // get light normal
+ diffuseNormalModelspace = normalize(myhalf3 (qf_texture(u_LightmapTexture[0], vec2(v_LightmapTexCoord[0].s+u_DeluxemapOffset[0],v_LightmapTexCoord[0].t))) - myhalf3 (0.5));
+ // calculate directional shading
+ diffuseProduct = float (dot (surfaceNormalModelspace, diffuseNormalModelspace));
#ifdef APPLY_FBLIGHTMAP
-weightedDiffuseNormal = diffuseNormal;
-// apply lightmap color
-color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (texture2D (LightmapTexture0, LightmapTexCoord01.st)));
+ weightedDiffuseNormalModelspace = diffuseNormalModelspace;
+ // apply lightmap color
+ color.rgb += myhalf3 (max (diffuseProduct, 0.0) * myhalf3 (qf_texture (u_LightmapTexture[0], v_LightmapTexCoord[0])));
#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
+ weightedDiffuseNormalModelspace = u_LightstyleColor[0] * diffuseNormalModelspace;
+ // apply lightmap color
+ color.rgb += u_LightstyleColor[0] * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (qf_texture(u_LightmapTexture[0], v_LightmapTexCoord[0]));
+#endif // APPLY_FBLIGHTMAP
#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
+ // compensate for ambient lighting
+ color.rgb += myhalf((1.0 - max (diffuseProduct, 0.0))) * u_LightAmbient;
+#endif
+
+#if NUM_LIGHTMAPS >= 2
+ diffuseNormalModelspace = normalize(myhalf3 (qf_texture (u_LightmapTexture[1], vec2(v_LightmapTexCoord[1].s+u_DeluxemapOffset[1],v_LightmapTexCoord[1].t))) - myhalf3 (0.5));
+ diffuseProduct = float (dot (surfaceNormalModelspace, diffuseNormalModelspace));
+ weightedDiffuseNormalModelspace += u_LightstyleColor[1] * diffuseNormalModelspace;
+ color.rgb += u_LightstyleColor[1] * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (qf_texture(u_LightmapTexture[1], v_LightmapTexCoord[1]));
+#if NUM_LIGHTMAPS >= 3
+ diffuseNormalModelspace = normalize(myhalf3 (qf_texture (u_LightmapTexture[2], vec2(v_LightmapTexCoord[2].s+u_DeluxemapOffset[2],v_LightmapTexCoord[2].t))) - myhalf3 (0.5));
+ diffuseProduct = float (dot (surfaceNormalModelspace, diffuseNormalModelspace));
+ weightedDiffuseNormalModelspace += u_LightstyleColor[2] * diffuseNormalModelspace;
+ color.rgb += u_LightstyleColor[2] * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (qf_texture(u_LightmapTexture[2], v_LightmapTexCoord[2]));
+#if NUM_LIGHTMAPS >= 4
+ diffuseNormalModelspace = normalize(myhalf3 (qf_texture (u_LightmapTexture[3], vec2(v_LightmapTexCoord[3].s+u_DeluxemapOffset[3],v_LightmapTexCoord[3].t))) - myhalf3 (0.5));
+ diffuseProduct = float (dot (surfaceNormalModelspace, diffuseNormalModelspace));
+ weightedDiffuseNormalModelspace += u_LightstyleColor[3] * diffuseNormalModelspace;
+ color.rgb += u_LightstyleColor[3] * myhalf(max (diffuseProduct, 0.0)) * myhalf3 (qf_texture(u_LightmapTexture[3], v_LightmapTexCoord[3]));
+#endif // NUM_LIGHTMAPS >= 4
+#endif // NUM_LIGHTMAPS >= 3
+#endif // NUM_LIGHTMAPS >= 2
+#endif // NUM_LIGHTMAPS
+
+#if defined(NUM_DLIGHTS)
+ color.rgb += DynamicLightsSummaryColor(v_Position, surfaceNormalModelspace);
#endif
#ifdef APPLY_SPECULAR
#ifdef NORMALIZE_DIFFUSE_NORMAL
-specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormal)) + myhalf3 (normalize (EyeVector)));
+ myhalf3 specularNormal = normalize (myhalf3 (normalize (weightedDiffuseNormalModelspace)) + myhalf3 (normalize (u_EntityDist - v_Position)));
#else
-specularNormal = normalize (weightedDiffuseNormal + myhalf3 (normalize (EyeVector)));
+ myhalf3 specularNormal = normalize (weightedDiffuseNormalModelspace + myhalf3 (normalize (u_EntityDist - v_Position)));
#endif
-specularProduct = float (dot (surfaceNormal, specularNormal));
-color.rgb += (myhalf3(texture2D(GlossTexture, TexCoord)) * GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), GlossExponent);
-#endif
+ myhalf specularProduct = myhalf(dot (surfaceNormalModelspace, specularNormal));
+ color.rgb += (myhalf3(qf_texture(u_GlossTexture, v_TexCoord)) * u_GlossIntensity) * pow(myhalf(max(specularProduct, 0.0)), u_GlossExponent);
+#endif // APPLY_SPECULAR
-#ifdef APPLY_BASETEX_ALPHA_ONLY
-color = min(color, myhalf4(texture2D(BaseTexture, TexCoord).a));
+#if defined(APPLY_BASETEX_ALPHA_ONLY) && !defined(APPLY_DRAWFLAT)
+ color = min(color, myhalf4(qf_texture(u_BaseTexture, v_TexCoord).a));
#else
-#ifdef APPLY_COLOR_CLAMPING
-color = min(color, myhalf4(1.0));
-#endif
-color = color * myhalf4(texture2D(BaseTexture, TexCoord));
+ myhalf4 diffuse;
+
+#ifdef APPLY_DRAWFLAT
+ myhalf n = myhalf(step(DRAWFLAT_NORMAL_STEP, abs(v_StrMatrix[2].z)));
+ diffuse = myhalf4(mix(u_WallColor, u_FloorColor, n), myhalf(qf_texture(u_BaseTexture, v_TexCoord).a));
+#else
+ diffuse = myhalf4(qf_texture(u_BaseTexture, v_TexCoord));
#endif
+#ifdef APPLY_ENTITY_DECAL
+
+#ifdef APPLY_ENTITY_DECAL_ADD
+ decal.rgb = myhalf3(qf_texture(u_EntityDecalTexture, v_TexCoord));
+ diffuse.rgb += u_EntityColor.rgb * decal.rgb;
+#else
+ decal = myhalf4(u_EntityColor.rgb, 1.0) * myhalf4(qf_texture(u_EntityDecalTexture, v_TexCoord));
+ diffuse.rgb = mix(diffuse.rgb, decal.rgb, decal.a);
+#endif // APPLY_ENTITY_DECAL_ADD
+
+#endif // APPLY_ENTITY_DECAL
+
+color = color * diffuse;
+#endif // defined(APPLY_BASETEX_ALPHA_ONLY) && !defined(APPLY_DRAWFLAT)
+
#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);
+ decal.rgb = myhalf3(qf_FrontColor.rgb) * myhalf3(qf_texture(u_DecalTexture, v_TexCoord));
+ color.rgb = decal.rgb + color.rgb;
+ color.a = color.a * myhalf(qf_FrontColor.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
+ decal = myhalf4(qf_FrontColor) * myhalf4(qf_texture(u_DecalTexture, v_TexCoord));
+ color.rgb = mix(color.rgb, decal.rgb, decal.a);
+#endif // APPLY_DECAL_ADD
+
#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);
+#if defined (APPLY_DIRECTIONAL_LIGHT) && defined(APPLY_DIRECTIONAL_LIGHT_MIX)
+ color = color;
#else
-gl_FragColor = vec4(color);
+ color = color * myhalf4(qf_FrontColor);
+#endif
+
+#endif // APPLY_DECAL
+
+#ifdef APPLY_GREYSCALE
+ color.rgb = Greyscale(color.rgb);
#endif
+
+#if defined(APPLY_FOG) && !defined(APPLY_FOG_COLOR)
+ myhalf fogDensity = FogDensity(v_FogCoord);
+ color.rgb = mix(color.rgb, u_Fog.Color, fogDensity);
+#endif
+
+ qf_FragColor = vec4(color);
}
#endif // FRAGMENT_SHADER
-