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- // ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
- // written by Forest 'LordHavoc' Hale
- // shadowmapping enhancements by Lee 'eihrul' Salzman
- #if defined(USESKELETAL) || defined(USEOCCLUDE)
- # ifdef GL_ARB_uniform_buffer_object
- # extension GL_ARB_uniform_buffer_object : enable
- # endif
- #endif
- #ifdef USESHADOWMAP2D
- # ifdef GL_EXT_gpu_shader4
- # extension GL_EXT_gpu_shader4 : enable
- # endif
- # ifdef GL_ARB_texture_gather
- # extension GL_ARB_texture_gather : enable
- # else
- # ifdef GL_AMD_texture_texture4
- # extension GL_AMD_texture_texture4 : enable
- # endif
- # endif
- #endif
- #ifdef USECELSHADING
- # define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));
- # ifdef USEEXACTSPECULARMATH
- # define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
- # else
- # define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);
- # endif
- #else
- # define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
- # ifdef USEEXACTSPECULARMATH
- # define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);
- # else
- # define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);
- # endif
- #endif
- #if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)
- invariant gl_Position; // fix for lighting polygons not matching base surface
- # endif
- #if defined(GLSL130) || defined(GLSL140)
- precision highp float;
- # ifdef VERTEX_SHADER
- # define dp_varying out
- # define dp_attribute in
- # endif
- # ifdef FRAGMENT_SHADER
- out vec4 dp_FragColor;
- # define dp_varying in
- # define dp_attribute in
- # endif
- # define dp_offsetmapping_dFdx dFdx
- # define dp_offsetmapping_dFdy dFdy
- # define dp_textureGrad textureGrad
- # define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
- # define dp_texture2D texture
- # define dp_texture3D texture
- # define dp_textureCube texture
- # define dp_shadow2D(a,b) float(texture(a,b))
- #else
- # ifdef FRAGMENT_SHADER
- # define dp_FragColor gl_FragColor
- # endif
- # define dp_varying varying
- # define dp_attribute attribute
- # define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)
- # define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)
- # define dp_textureGrad(a,b,c,d) texture2D(a,b)
- # define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
- # define dp_texture2D texture2D
- # define dp_texture3D texture3D
- # define dp_textureCube textureCube
- # define dp_shadow2D(a,b) float(shadow2D(a,b))
- #endif
- // GL ES and GLSL130 shaders use precision modifiers, standard GL does not
- // in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)
- #ifndef GL_ES
- #define lowp
- #define mediump
- #define highp
- #endif
- #ifdef USEDEPTHRGB
- // for 565 RGB we'd need to use different multipliers
- #define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))
- #define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))
- #endif
- #ifdef VERTEX_SHADER
- dp_attribute vec4 Attrib_Position; // vertex
- dp_attribute vec4 Attrib_Color; // color
- dp_attribute vec4 Attrib_TexCoord0; // material texcoords
- dp_attribute vec3 Attrib_TexCoord1; // svector
- dp_attribute vec3 Attrib_TexCoord2; // tvector
- dp_attribute vec3 Attrib_TexCoord3; // normal
- dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords
- #ifdef USESKELETAL
- //uniform mat4 Skeletal_Transform[128];
- // this is used with glBindBufferRange to bind a uniform block to the name
- // Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is
- // directly accessible without a namespace.
- // explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax
- uniform Skeletal_Transform12_UniformBlock
- {
- vec4 Skeletal_Transform12[768];
- };
- dp_attribute vec4 Attrib_SkeletalIndex;
- dp_attribute vec4 Attrib_SkeletalWeight;
- #endif
- #endif
- dp_varying mediump vec4 VertexColor;
- #if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
- # define USEFOG
- #endif
- #if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)
- # define USELIGHTMAP
- #endif
- #if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)
- # define USEEYEVECTOR
- #endif
- //#ifdef __GLSL_CG_DATA_TYPES
- //# define myhalf half
- //# define myhalf2 half2
- //# define myhalf3 half3
- //# define myhalf4 half4
- //# define cast_myhalf half
- //# define cast_myhalf2 half2
- //# define cast_myhalf3 half3
- //# define cast_myhalf4 half4
- //#else
- # define myhalf mediump float
- # define myhalf2 mediump vec2
- # define myhalf3 mediump vec3
- # define myhalf4 mediump vec4
- # define cast_myhalf float
- # define cast_myhalf2 vec2
- # define cast_myhalf3 vec3
- # define cast_myhalf4 vec4
- //#endif
- #ifdef VERTEX_SHADER
- uniform highp mat4 ModelViewProjectionMatrix;
- #endif
- #ifdef VERTEX_SHADER
- #ifdef USETRIPPY
- // LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE
- // tweaked scale
- uniform highp float ClientTime;
- vec4 TrippyVertex(vec4 position)
- {
- float worldTime = ClientTime;
- // tweaked for Quake
- worldTime *= 10.0;
- position *= 0.125;
- //~tweaked for Quake
- float distanceSquared = (position.x * position.x + position.z * position.z);
- position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);
- float y = position.y;
- float x = position.x;
- float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);
- position.y = x*sin(om)+y*cos(om);
- position.x = x*cos(om)-y*sin(om);
- return position;
- }
- #endif
- #endif
- #ifdef MODE_DEPTH_OR_SHADOW
- dp_varying highp float Depth;
- #ifdef VERTEX_SHADER
- void main(void)
- {
- #ifdef USESKELETAL
- ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
- ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
- ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
- vec4 sw = Attrib_SkeletalWeight;
- vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
- vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
- vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
- mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
- vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
- #define Attrib_Position SkeletalVertex
- #endif
- gl_Position = ModelViewProjectionMatrix * Attrib_Position;
- #ifdef USETRIPPY
- gl_Position = TrippyVertex(gl_Position);
- #endif
- Depth = gl_Position.z;
- }
- #endif
- #ifdef FRAGMENT_SHADER
- void main(void)
- {
- #ifdef USEDEPTHRGB
- dp_FragColor = encodedepthmacro(Depth);
- #else
- dp_FragColor = vec4(1.0,1.0,1.0,1.0);
- #endif
- }
- #endif
- #else // !MODE_DEPTH_ORSHADOW
- #ifdef MODE_POSTPROCESS
- dp_varying mediump vec2 TexCoord1;
- dp_varying mediump vec2 TexCoord2;
- #ifdef VERTEX_SHADER
- void main(void)
- {
- gl_Position = ModelViewProjectionMatrix * Attrib_Position;
- TexCoord1 = Attrib_TexCoord0.xy;
- #ifdef USEBLOOM
- TexCoord2 = Attrib_TexCoord4.xy;
- #endif
- }
- #endif
- #ifdef FRAGMENT_SHADER
- uniform sampler2D Texture_First;
- #ifdef USEBLOOM
- uniform sampler2D Texture_Second;
- uniform mediump vec4 BloomColorSubtract;
- #endif
- #ifdef USEGAMMARAMPS
- uniform sampler2D Texture_GammaRamps;
- #endif
- #ifdef USESATURATION
- uniform mediump float Saturation;
- #endif
- #ifdef USEVIEWTINT
- uniform mediump vec4 ViewTintColor;
- #endif
- //uncomment these if you want to use them:
- uniform mediump vec4 UserVec1;
- uniform mediump vec4 UserVec2;
- // uniform mediump vec4 UserVec3;
- // uniform mediump vec4 UserVec4;
- // uniform highp float ClientTime;
- uniform mediump vec2 PixelSize;
- #ifdef USEFXAA
- // graphitemaster: based off the white paper by Timothy Lottes
- // http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
- vec4 fxaa(vec4 inColor, float maxspan)
- {
- vec4 ret = inColor; // preserve old
- float mulreduct = 1.0/maxspan;
- float minreduct = (1.0 / 128.0);
- // directions
- vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;
- vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;
- vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;
- vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;
- vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;
- // luminance directions
- vec3 luma = vec3(0.299, 0.587, 0.114);
- float lNW = dot(NW, luma);
- float lNE = dot(NE, luma);
- float lSW = dot(SW, luma);
- float lSE = dot(SE, luma);
- float lM = dot(M, luma);
- float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));
- float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));
- // direction and reciprocal
- vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));
- float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));
- // span
- dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;
- vec3 rA = (1.0/2.0) * (
- dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +
- dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);
- vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (
- dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +
- dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);
- float lB = dot(rB, luma);
- ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;
- ret.a = 1.0;
- return ret;
- }
- #endif
- void main(void)
- {
- dp_FragColor = dp_texture2D(Texture_First, TexCoord1);
- #ifdef USEFXAA
- dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span
- #endif
- #ifdef USEPOSTPROCESSING
- // do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
- // this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
- #if defined(USERVEC1) || defined(USERVEC2)
- float sobel = 1.0;
- // vec2 ts = textureSize(Texture_First, 0);
- // vec2 px = vec2(1/ts.x, 1/ts.y);
- vec2 px = PixelSize;
- vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
- vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;
- vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
- vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
- vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;
- vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
- vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
- vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;
- vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
- vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
- vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;
- vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
- float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);
- float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);
- float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);
- float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);
- float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);
- float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);
- float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);
- float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);
- float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);
- float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);
- float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);
- float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);
- sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);
- dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
- dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
- dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
- dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
- dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
- dp_FragColor /= (1.0 + 5.0 * UserVec1.y);
- dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
- #endif
- #endif
- #ifdef USEBLOOM
- dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
- #endif
- #ifdef USEVIEWTINT
- dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);
- #endif
- #ifdef USESATURATION
- //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
- float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));
- // 'vampire sight' effect, wheres red is compensated
- #ifdef SATURATION_REDCOMPENSATE
- float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));
- dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
- dp_FragColor.r += rboost;
- #else
- // normal desaturation
- //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;
- dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);
- #endif
- #endif
- #ifdef USEGAMMARAMPS
- dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
- dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
- dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
- #endif
- }
- #endif
- #else // !MODE_POSTPROCESS
- #ifdef MODE_GENERIC
- #ifdef USEDIFFUSE
- dp_varying mediump vec2 TexCoord1;
- #endif
- #ifdef USESPECULAR
- dp_varying mediump vec2 TexCoord2;
- #endif
- uniform myhalf Alpha;
- #ifdef VERTEX_SHADER
- void main(void)
- {
- #ifdef USESKELETAL
- ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
- ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
- ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
- vec4 sw = Attrib_SkeletalWeight;
- vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
- vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
- vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
- mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
- vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
- #define Attrib_Position SkeletalVertex
- #endif
- VertexColor = Attrib_Color;
- #ifdef USEDIFFUSE
- TexCoord1 = Attrib_TexCoord0.xy;
- #endif
- #ifdef USESPECULAR
- TexCoord2 = Attrib_TexCoord1.xy;
- #endif
- gl_Position = ModelViewProjectionMatrix * Attrib_Position;
- #ifdef USETRIPPY
- gl_Position = TrippyVertex(gl_Position);
- #endif
- }
- #endif
- #ifdef FRAGMENT_SHADER
- #ifdef USEDIFFUSE
- uniform sampler2D Texture_First;
- #endif
- #ifdef USESPECULAR
- uniform sampler2D Texture_Second;
- #endif
- #ifdef USEGAMMARAMPS
- uniform sampler2D Texture_GammaRamps;
- #endif
- void main(void)
- {
- #ifdef USEVIEWTINT
- dp_FragColor = VertexColor;
- #else
- dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
- #endif
- #ifdef USEDIFFUSE
- # ifdef USEREFLECTCUBE
- // suppress texture alpha
- dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;
- # else
- dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);
- # endif
- #endif
- #ifdef USESPECULAR
- vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);
- # ifdef USECOLORMAPPING
- dp_FragColor *= tex2;
- # endif
- # ifdef USEGLOW
- dp_FragColor += tex2;
- # endif
- # ifdef USEVERTEXTEXTUREBLEND
- dp_FragColor = mix(dp_FragColor, tex2, tex2.a);
- # endif
- #endif
- #ifdef USEGAMMARAMPS
- dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;
- dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;
- dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;
- #endif
- #ifdef USEALPHAKILL
- dp_FragColor.a *= Alpha;
- #endif
- }
- #endif
- #else // !MODE_GENERIC
- #ifdef MODE_BLOOMBLUR
- dp_varying mediump vec2 TexCoord;
- #ifdef VERTEX_SHADER
- void main(void)
- {
- VertexColor = Attrib_Color;
- TexCoord = Attrib_TexCoord0.xy;
- gl_Position = ModelViewProjectionMatrix * Attrib_Position;
- }
- #endif
- #ifdef FRAGMENT_SHADER
- uniform sampler2D Texture_First;
- uniform mediump vec4 BloomBlur_Parameters;
- void main(void)
- {
- int i;
- vec2 tc = TexCoord;
- vec3 color = dp_texture2D(Texture_First, tc).rgb;
- tc += BloomBlur_Parameters.xy;
- for (i = 1;i < SAMPLES;i++)
- {
- color += dp_texture2D(Texture_First, tc).rgb;
- tc += BloomBlur_Parameters.xy;
- }
- dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
- }
- #endif
- #else // !MODE_BLOOMBLUR
- #ifdef MODE_REFRACTION
- dp_varying mediump vec2 TexCoord;
- dp_varying highp vec4 ModelViewProjectionPosition;
- uniform highp mat4 TexMatrix;
- #ifdef VERTEX_SHADER
- void main(void)
- {
- #ifdef USESKELETAL
- ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
- ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
- ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
- vec4 sw = Attrib_SkeletalWeight;
- vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
- vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
- vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
- mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
- vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
- #define Attrib_Position SkeletalVertex
- #endif
- #ifdef USEALPHAGENVERTEX
- VertexColor = Attrib_Color;
- #endif
- TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
- gl_Position = ModelViewProjectionMatrix * Attrib_Position;
- ModelViewProjectionPosition = gl_Position;
- #ifdef USETRIPPY
- gl_Position = TrippyVertex(gl_Position);
- #endif
- }
- #endif
- #ifdef FRAGMENT_SHADER
- uniform sampler2D Texture_Normal;
- uniform sampler2D Texture_Refraction;
- uniform mediump vec4 DistortScaleRefractReflect;
- uniform mediump vec4 ScreenScaleRefractReflect;
- uniform mediump vec4 ScreenCenterRefractReflect;
- uniform mediump vec4 RefractColor;
- uniform mediump vec4 ReflectColor;
- uniform highp float ClientTime;
- #ifdef USENORMALMAPSCROLLBLEND
- uniform highp vec2 NormalmapScrollBlend;
- #endif
- void main(void)
- {
- vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
- //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
- vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
- #ifdef USEALPHAGENVERTEX
- vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;
- vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
- #else
- vec2 distort = DistortScaleRefractReflect.xy;
- vec4 refractcolor = RefractColor;
- #endif
- #ifdef USENORMALMAPSCROLLBLEND
- vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
- normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
- vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;
- #else
- vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;
- #endif
- // FIXME temporary hack to detect the case that the reflection
- // gets blackened at edges due to leaving the area that contains actual
- // content.
- // Remove this 'ack once we have a better way to stop this thing from
- // 'appening.
- float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
- f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
- f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
- f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
- ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
- dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;
- }
- #endif
- #else // !MODE_REFRACTION
- #ifdef MODE_WATER
- dp_varying mediump vec2 TexCoord;
- dp_varying highp vec3 EyeVector;
- dp_varying highp vec4 ModelViewProjectionPosition;
- #ifdef VERTEX_SHADER
- uniform highp vec3 EyePosition;
- uniform highp mat4 TexMatrix;
- void main(void)
- {
- #ifdef USESKELETAL
- ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
- ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
- ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
- vec4 sw = Attrib_SkeletalWeight;
- vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
- vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
- vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
- mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
- mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
- vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
- vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
- vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
- vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
- #define Attrib_Position SkeletalVertex
- #define Attrib_TexCoord1 SkeletalSVector
- #define Attrib_TexCoord2 SkeletalTVector
- #define Attrib_TexCoord3 SkeletalNormal
- #endif
- #ifdef USEALPHAGENVERTEX
- VertexColor = Attrib_Color;
- #endif
- TexCoord = vec2(TexMatrix * Attrib_TexCoord0);
- vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
- EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
- EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
- EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
- gl_Position = ModelViewProjectionMatrix * Attrib_Position;
- ModelViewProjectionPosition = gl_Position;
- #ifdef USETRIPPY
- gl_Position = TrippyVertex(gl_Position);
- #endif
- }
- #endif
- #ifdef FRAGMENT_SHADER
- uniform sampler2D Texture_Normal;
- uniform sampler2D Texture_Refraction;
- uniform sampler2D Texture_Reflection;
- uniform mediump vec4 DistortScaleRefractReflect;
- uniform mediump vec4 ScreenScaleRefractReflect;
- uniform mediump vec4 ScreenCenterRefractReflect;
- uniform mediump vec4 RefractColor;
- uniform mediump vec4 ReflectColor;
- uniform mediump float ReflectFactor;
- uniform mediump float ReflectOffset;
- uniform highp float ClientTime;
- #ifdef USENORMALMAPSCROLLBLEND
- uniform highp vec2 NormalmapScrollBlend;
- #endif
- void main(void)
- {
- vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
- //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
- vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
- //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);
- // slight water animation via 2 layer scrolling (todo: tweak)
- #ifdef USEALPHAGENVERTEX
- vec4 distort = DistortScaleRefractReflect * VertexColor.a;
- float reflectoffset = ReflectOffset * VertexColor.a;
- float reflectfactor = ReflectFactor * VertexColor.a;
- vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);
- #else
- vec4 distort = DistortScaleRefractReflect;
- float reflectoffset = ReflectOffset;
- float reflectfactor = ReflectFactor;
- vec4 refractcolor = RefractColor;
- #endif
- #ifdef USENORMALMAPSCROLLBLEND
- vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
- normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
- vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;
- #else
- vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;
- #endif
- // FIXME temporary hack to detect the case that the reflection
- // gets blackened at edges due to leaving the area that contains actual
- // content.
- // Remove this 'ack once we have a better way to stop this thing from
- // 'appening.
- float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);
- f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);
- f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);
- f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);
- ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
- f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);
- f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);
- f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);
- f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);
- ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
- float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;
- dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);
- }
- #endif
- #else // !MODE_WATER
- // common definitions between vertex shader and fragment shader:
- dp_varying mediump vec4 TexCoordSurfaceLightmap;
- #ifdef USEVERTEXTEXTUREBLEND
- dp_varying mediump vec2 TexCoord2;
- #endif
- #ifdef MODE_LIGHTSOURCE
- dp_varying mediump vec3 CubeVector;
- #endif
- #if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
- dp_varying mediump vec3 LightVector;
- #endif
- #ifdef USEEYEVECTOR
- dp_varying highp vec4 EyeVectorFogDepth;
- #endif
- #if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
- dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)
- dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)
- dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)
- #else
- # ifdef USEFOG
- dp_varying highp vec3 EyeVectorModelSpace;
- # endif
- #endif
- #ifdef USEREFLECTION
- dp_varying highp vec4 ModelViewProjectionPosition;
- #endif
- #ifdef MODE_DEFERREDLIGHTSOURCE
- uniform highp vec3 LightPosition;
- dp_varying highp vec4 ModelViewPosition;
- #endif
- #ifdef MODE_LIGHTSOURCE
- uniform highp vec3 LightPosition;
- #endif
- uniform highp vec3 EyePosition;
- #ifdef MODE_LIGHTDIRECTION
- uniform highp vec3 LightDir;
- #endif
- uniform highp vec4 FogPlane;
- #ifdef USESHADOWMAPORTHO
- dp_varying highp vec3 ShadowMapTC;
- #endif
- #ifdef USEBOUNCEGRID
- dp_varying highp vec3 BounceGridTexCoord;
- #endif
- #ifdef MODE_DEFERREDGEOMETRY
- dp_varying highp float Depth;
- #endif
- // TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
- // fragment shader specific:
- #ifdef FRAGMENT_SHADER
- uniform sampler2D Texture_Normal;
- uniform sampler2D Texture_Color;
- uniform sampler2D Texture_Gloss;
- #ifdef USEGLOW
- uniform sampler2D Texture_Glow;
- #endif
- #ifdef USEVERTEXTEXTUREBLEND
- uniform sampler2D Texture_SecondaryNormal;
- uniform sampler2D Texture_SecondaryColor;
- uniform sampler2D Texture_SecondaryGloss;
- #ifdef USEGLOW
- uniform sampler2D Texture_SecondaryGlow;
- #endif
- #endif
- #ifdef USECOLORMAPPING
- uniform sampler2D Texture_Pants;
- uniform sampler2D Texture_Shirt;
- #endif
- #ifdef USEFOG
- #ifdef USEFOGHEIGHTTEXTURE
- uniform sampler2D Texture_FogHeightTexture;
- #endif
- uniform sampler2D Texture_FogMask;
- #endif
- #ifdef USELIGHTMAP
- uniform sampler2D Texture_Lightmap;
- #endif
- #if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
- uniform sampler2D Texture_Deluxemap;
- #endif
- #ifdef USEREFLECTION
- uniform sampler2D Texture_Reflection;
- #endif
- #ifdef MODE_DEFERREDLIGHTSOURCE
- uniform sampler2D Texture_ScreenNormalMap;
- #endif
- #ifdef USEDEFERREDLIGHTMAP
- #ifdef USECELOUTLINES
- uniform sampler2D Texture_ScreenNormalMap;
- #endif
- uniform sampler2D Texture_ScreenDiffuse;
- uniform sampler2D Texture_ScreenSpecular;
- #endif
- uniform mediump vec3 Color_Pants;
- uniform mediump vec3 Color_Shirt;
- uniform mediump vec3 FogColor;
- #ifdef USEFOG
- uniform highp float FogRangeRecip;
- uniform highp float FogPlaneViewDist;
- uniform highp float FogHeightFade;
- vec3 FogVertex(vec4 surfacecolor)
- {
- #if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
- vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);
- #endif
- float FogPlaneVertexDist = EyeVectorFogDepth.w;
- float fogfrac;
- vec3 fc = FogColor;
- #ifdef USEFOGALPHAHACK
- fc *= surfacecolor.a;
- #endif
- #ifdef USEFOGHEIGHTTEXTURE
- vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
- fogfrac = fogheightpixel.a;
- return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
- #else
- # ifdef USEFOGOUTSIDE
- fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);
- # else
- fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
- # endif
- return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
- #endif
- }
- #endif
- #ifdef USEOFFSETMAPPING
- uniform mediump vec4 OffsetMapping_ScaleSteps;
- uniform mediump float OffsetMapping_Bias;
- #ifdef USEOFFSETMAPPING_LOD
- uniform mediump float OffsetMapping_LodDistance;
- #endif
- vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)
- {
- float i;
- // distance-based LOD
- #ifdef USEOFFSETMAPPING_LOD
- //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
- //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);
- mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);
- #ifdef USEOFFSETMAPPING_RELIEFMAPPING
- // stupid workaround because 1-step and 2-step reliefmapping is void
- mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));
- #else
- mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);
- #endif
- mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;
- mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);
- #else
- #define ScaleSteps OffsetMapping_ScaleSteps
- #endif
- #ifdef USEOFFSETMAPPING_RELIEFMAPPING
- float f;
- // 14 sample relief mapping: linear search and then binary search
- // this basically steps forward a small amount repeatedly until it finds
- // itself inside solid, then jitters forward and back using decreasing
- // amounts to find the impact
- //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);
- //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);
- vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);
- vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);
- OffsetVector *= ScaleSteps.z;
- for(i = 1.0; i < ScaleSteps.y; ++i)
- RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);
- for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)
- RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);
- return RT.xy;
- #else
- // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)
- //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));
- //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));
- vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));
- OffsetVector *= ScaleSteps.z;
- for(i = 0.0; i < ScaleSteps.y; ++i)
- TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);
- return TexCoord;
- #endif
- }
- #endif // USEOFFSETMAPPING
- #if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)
- uniform sampler2D Texture_Attenuation;
- uniform samplerCube Texture_Cube;
- #endif
- #if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)
- #ifdef USESHADOWMAP2D
- # ifdef USESHADOWSAMPLER
- uniform sampler2DShadow Texture_ShadowMap2D;
- # else
- uniform sampler2D Texture_ShadowMap2D;
- # endif
- #endif
- #ifdef USESHADOWMAPVSDCT
- uniform samplerCube Texture_CubeProjection;
- #endif
- #if defined(USESHADOWMAP2D)
- uniform mediump vec4 ShadowMap_TextureScale;
- uniform mediump vec4 ShadowMap_Parameters;
- #endif
- #if defined(USESHADOWMAP2D)
- # ifdef USESHADOWMAPORTHO
- # define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))
- # else
- # ifdef USESHADOWMAPVSDCT
- vec3 GetShadowMapTC2D(vec3 dir)
- {
- vec3 adir = abs(dir);
- float m = max(max(adir.x, adir.y), adir.z);
- vec4 proj = dp_textureCube(Texture_CubeProjection, dir);
- #ifdef USEDEPTHRGB
- return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
- #else
- vec2 mparams = ShadowMap_Parameters.xy / m;
- return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
- #endif
- }
- # else
- vec3 GetShadowMapTC2D(vec3 dir)
- {
- vec3 adir = abs(dir);
- float m; vec4 proj;
- if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }
- if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }
- #ifdef USEDEPTHRGB
- return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);
- #else
- vec2 mparams = ShadowMap_Parameters.xy / m;
- return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);
- #endif
- }
- # endif
- # endif
- #endif // defined(USESHADOWMAP2D)
- # ifdef USESHADOWMAP2D
- float ShadowMapCompare(vec3 dir)
- {
- vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);
- float f;
- # ifdef USEDEPTHRGB
- # ifdef USESHADOWMAPPCF
- # define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))
- # if USESHADOWMAPPCF > 1
- vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
- center *= ShadowMap_TextureScale.xy;
- vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
- vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
- vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
- vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
- vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
- f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
- # else
- vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
- vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
- vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
- vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
- vec3 cols = row2 + mix(row1, row3, offset.y);
- f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
- # endif
- # else
- f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));
- # endif
- # else
- # ifdef USESHADOWSAMPLER
- # ifdef USESHADOWMAPPCF
- # define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))
- vec2 offset = fract(shadowmaptc.xy - 0.5);
- vec4 size = vec4(offset + 1.0, 2.0 - offset);
- # if USESHADOWMAPPCF > 1
- vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;
- vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
- f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +
- (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +
- (4.0/25.0)*texval(center);
- # else
- vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;
- f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));
- # endif
- # else
- f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));
- # endif
- # else
- # ifdef USESHADOWMAPPCF
- # if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
- # ifdef GL_ARB_texture_gather
- # define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
- # else
- # define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)
- # endif
- vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;
- # if USESHADOWMAPPCF > 1
- vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
- vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
- vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
- vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));
- vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));
- vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));
- vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));
- vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));
- vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));
- vec4 locols = vec4(group1.ab, group3.ab);
- vec4 hicols = vec4(group7.rg, group9.rg);
- locols.yz += group2.ab;
- hicols.yz += group8.rg;
- vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
- vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
- mix(locols, hicols, offset.y);
- vec4 cols = group5 + vec4(group2.rg, group8.ab);
- cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
- f = dot(cols, vec4(1.0/25.0));
- # else
- vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
- vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
- vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
- vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
- vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
- mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
- f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
- # endif
- # else
- # ifdef GL_EXT_gpu_shader4
- # define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r
- # else
- # define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r
- # endif
- # if USESHADOWMAPPCF > 1
- vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
- center *= ShadowMap_TextureScale.xy;
- vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
- vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
- vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
- vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
- vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
- f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
- # else
- vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);
- vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
- vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
- vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
- vec3 cols = row2 + mix(row1, row3, offset.y);
- f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
- # endif
- # endif
- # else
- f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);
- # endif
- # endif
- # endif
- # ifdef USESHADOWMAPORTHO
- return mix(ShadowMap_Parameters.w, 1.0, f);
- # else
- return f;
- # endif
- }
- # endif
- #endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
- #endif // FRAGMENT_SHADER
- #ifdef MODE_DEFERREDGEOMETRY
- #ifdef VERTEX_SHADER
- uniform highp mat4 TexMatrix;
- #ifdef USEVERTEXTEXTUREBLEND
- uniform highp mat4 BackgroundTexMatrix;
- #endif
- uniform highp mat4 ModelViewMatrix;
- void main(void)
- {
- #ifdef USESKELETAL
- ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
- ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
- ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
- vec4 sw = Attrib_SkeletalWeight;
- vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
- vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
- vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
- mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
- mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
- vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
- vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
- vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
- vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
- #define Attrib_Position SkeletalVertex
- #define Attrib_TexCoord1 SkeletalSVector
- #define Attrib_TexCoord2 SkeletalTVector
- #define Attrib_TexCoord3 SkeletalNormal
- #endif
- TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
- #ifdef USEVERTEXTEXTUREBLEND
- VertexColor = Attrib_Color;
- TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
- #endif
- // transform unnormalized eye direction into tangent space
- #ifdef USEOFFSETMAPPING
- vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
- EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
- EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
- EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
- EyeVectorFogDepth.w = 0.0;
- #endif
- VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));
- VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));
- VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));
- gl_Position = ModelViewProjectionMatrix * Attrib_Position;
- #ifdef USETRIPPY
- gl_Position = TrippyVertex(gl_Position);
- #endif
- Depth = (ModelViewMatrix * Attrib_Position).z;
- }
- #endif // VERTEX_SHADER
- #ifdef FRAGMENT_SHADER
- void main(void)
- {
- #ifdef USEOFFSETMAPPING
- // apply offsetmapping
- vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
- vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
- vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
- # define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
- #else
- # define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
- #endif
- #ifdef USEALPHAKILL
- if (offsetMappedTexture2D(Texture_Color).a < 0.5)
- discard;
- #endif
- #ifdef USEVERTEXTEXTUREBLEND
- float alpha = offsetMappedTexture2D(Texture_Color).a;
- float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
- //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));
- //float terrainblend = float(VertexColor.a) * alpha > 0.5;
- #endif
- #ifdef USEVERTEXTEXTUREBLEND
- vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);
- float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);
- #else
- vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);
- float a = offsetMappedTexture2D(Texture_Gloss).a;
- #endif
- vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);
- dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);
- }
- #endif // FRAGMENT_SHADER
- #else // !MODE_DEFERREDGEOMETRY
- #ifdef MODE_DEFERREDLIGHTSOURCE
- #ifdef VERTEX_SHADER
- uniform highp mat4 ModelViewMatrix;
- void main(void)
- {
- ModelViewPosition = ModelViewMatrix * Attrib_Position;
- gl_Position = ModelViewProjectionMatrix * Attrib_Position;
- }
- #endif // VERTEX_SHADER
- #ifdef FRAGMENT_SHADER
- uniform highp mat4 ViewToLight;
- // ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
- uniform highp vec2 ScreenToDepth;
- uniform myhalf3 DeferredColor_Ambient;
- uniform myhalf3 DeferredColor_Diffuse;
- #ifdef USESPECULAR
- uniform myhalf3 DeferredColor_Specular;
- uniform myhalf SpecularPower;
- #endif
- uniform myhalf2 PixelToScreenTexCoord;
- void main(void)
- {
- // calculate viewspace pixel position
- vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
- vec3 position;
- // get the geometry information (depth, normal, specular exponent)
- myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
- // decode viewspace pixel normal
- // myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));
- myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));
- // decode viewspace pixel position
- // position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));
- position.z = normalmap.b;
- // position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
- position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
- // now do the actual shading
- // surfacenormal = pixel normal in viewspace
- // LightVector = pixel to light in viewspace
- // CubeVector = pixel in lightspace
- // eyenormal = pixel to view direction in viewspace
- vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
- myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
- #ifdef USEDIFFUSE
- // calculate diffuse shading
- myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));
- SHADEDIFFUSE
- #endif
- #ifdef USESPECULAR
- // calculate directional shading
- myhalf3 eyenormal = -normalize(cast_myhalf3(position));
- SHADESPECULAR(SpecularPower * normalmap.a)
- #endif
- #if defined(USESHADOWMAP2D)
- fade *= ShadowMapCompare(CubeVector);
- #endif
- #ifdef USESPECULAR
- gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
- gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
- # ifdef USECUBEFILTER
- vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
- gl_FragData[0].rgb *= cubecolor;
- gl_FragData[1].rgb *= cubecolor;
- # endif
- #else
- # ifdef USEDIFFUSE
- gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
- # else
- gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);
- # endif
- # ifdef USECUBEFILTER
- vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;
- gl_FragColor.rgb *= cubecolor;
- # endif
- #endif
- }
- #endif // FRAGMENT_SHADER
- #else // !MODE_DEFERREDLIGHTSOURCE
- #ifdef VERTEX_SHADER
- uniform highp mat4 TexMatrix;
- #ifdef USEVERTEXTEXTUREBLEND
- uniform highp mat4 BackgroundTexMatrix;
- #endif
- #ifdef MODE_LIGHTSOURCE
- uniform highp mat4 ModelToLight;
- #endif
- #ifdef USESHADOWMAPORTHO
- uniform highp mat4 ShadowMapMatrix;
- #endif
- #ifdef USEBOUNCEGRID
- uniform highp mat4 BounceGridMatrix;
- #endif
- void main(void)
- {
- #ifdef USESKELETAL
- ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);
- ivec4 si1 = si0 + ivec4(1, 1, 1, 1);
- ivec4 si2 = si0 + ivec4(2, 2, 2, 2);
- vec4 sw = Attrib_SkeletalWeight;
- vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;
- vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;
- vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;
- mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));
- // ivec4 si = ivec4(Attrib_SkeletalIndex);
- // mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;
- mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))
- vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;
- SkeletalVertex.w = 1.0;
- vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);
- vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);
- vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);
- #define Attrib_Position SkeletalVertex
- #define Attrib_TexCoord1 SkeletalSVector
- #define Attrib_TexCoord2 SkeletalTVector
- #define Attrib_TexCoord3 SkeletalNormal
- #endif
- #if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)
- VertexColor = Attrib_Color;
- #endif
- // copy the surface texcoord
- #ifdef USELIGHTMAP
- TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);
- #else
- TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);
- #endif
- #ifdef USEVERTEXTEXTUREBLEND
- TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);
- #endif
- #ifdef USEBOUNCEGRID
- BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);
- #ifdef USEBOUNCEGRIDDIRECTIONAL
- BounceGridTexCoord.z *= 0.125;
- #endif
- #endif
- #ifdef MODE_LIGHTSOURCE
- // transform vertex position into light attenuation/cubemap space
- // (-1 to +1 across the light box)
- CubeVector = vec3(ModelToLight * Attrib_Position);
- # ifdef USEDIFFUSE
- // transform unnormalized light direction into tangent space
- // (we use unnormalized to ensure that it interpolates correctly and then
- // normalize it per pixel)
- vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;
- LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);
- LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);
- LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);
- # endif
- #endif
- #if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
- LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);
- LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);
- LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);
- #endif
- // transform unnormalized eye direction into tangent space
- #ifdef USEEYEVECTOR
- vec3 EyeRelative = EyePosition - Attrib_Position.xyz;
- EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);
- EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);
- EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);
- #ifdef USEFOG
- EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);
- #else
- EyeVectorFogDepth.w = 0.0;
- #endif
- #endif
- #if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)
- # ifdef USEFOG
- VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);
- VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);
- VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);
- # else
- VectorS = vec4(Attrib_TexCoord1, 0);
- VectorT = vec4(Attrib_TexCoord2, 0);
- VectorR = vec4(Attrib_TexCoord3, 0);
- # endif
- #else
- # ifdef USEFOG
- EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;
- # endif
- #endif
- // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)
- gl_Position = ModelViewProjectionMatrix * Attrib_Position;
- #ifdef USESHADOWMAPORTHO
- ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
- #endif
- #ifdef USEREFLECTION
- ModelViewProjectionPosition = gl_Position;
- #endif
- #ifdef USETRIPPY
- gl_Position = TrippyVertex(gl_Position);
- #endif
- }
- #endif // VERTEX_SHADER
- #ifdef FRAGMENT_SHADER
- #ifdef USEDEFERREDLIGHTMAP
- uniform myhalf2 PixelToScreenTexCoord;
- uniform myhalf3 DeferredMod_Diffuse;
- uniform myhalf3 DeferredMod_Specular;
- #endif
- uniform myhalf3 Color_Ambient;
- uniform myhalf3 Color_Diffuse;
- uniform myhalf3 Color_Specular;
- uniform myhalf SpecularPower;
- #ifdef USEGLOW
- uniform myhalf3 Color_Glow;
- #endif
- uniform myhalf Alpha;
- #ifdef USEREFLECTION
- uniform mediump vec4 DistortScaleRefractReflect;
- uniform mediump vec4 ScreenScaleRefractReflect;
- uniform mediump vec4 ScreenCenterRefractReflect;
- uniform mediump vec4 ReflectColor;
- #endif
- #ifdef USEREFLECTCUBE
- uniform highp mat4 ModelToReflectCube;
- uniform sampler2D Texture_ReflectMask;
- uniform samplerCube Texture_ReflectCube;
- #endif
- #ifdef MODE_LIGHTDIRECTION
- uniform myhalf3 LightColor;
- #endif
- #ifdef MODE_LIGHTSOURCE
- uniform myhalf3 LightColor;
- #endif
- #ifdef USEBOUNCEGRID
- uniform sampler3D Texture_BounceGrid;
- uniform float BounceGridIntensity;
- uniform highp mat4 BounceGridMatrix;
- #endif
- uniform highp float ClientTime;
- #ifdef USENORMALMAPSCROLLBLEND
- uniform highp vec2 NormalmapScrollBlend;
- #endif
- #ifdef USEOCCLUDE
- uniform occludeQuery {
- uint visiblepixels;
- uint allpixels;
- };
- #endif
- void main(void)
- {
- #ifdef USEOFFSETMAPPING
- // apply offsetmapping
- vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);
- vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);
- vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);
- # define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)
- # define TexCoord TexCoordOffset
- #else
- # define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)
- # define TexCoord TexCoordSurfaceLightmap.xy
- #endif
- // combine the diffuse textures (base, pants, shirt)
- myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));
- #ifdef USEALPHAKILL
- if (color.a < 0.5)
- discard;
- #endif
- color.a *= Alpha;
- #ifdef USECOLORMAPPING
- color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;
- #endif
- #ifdef USEVERTEXTEXTUREBLEND
- #ifdef USEBOTHALPHAS
- myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));
- myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));
- color.rgb = mix(color2.rgb, color.rgb, terrainblend);
- #else
- myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));
- //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));
- //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;
- color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
- #endif
- color.a = 1.0;
- //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);
- #endif
- #ifdef USEALPHAGENVERTEX
- color.a *= VertexColor.a;
- #endif
- // get the surface normal
- #ifdef USEVERTEXTEXTUREBLEND
- myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));
- #else
- myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));
- #endif
- // get the material colors
- myhalf3 diffusetex = color.rgb;
- #if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)
- # ifdef USEVERTEXTEXTUREBLEND
- myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);
- # else
- myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));
- # endif
- #endif
- #ifdef USEREFLECTCUBE
- vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);
- vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;
- vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
- diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
- #endif
- #ifdef USESPECULAR
- myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));
- #endif
- #ifdef MODE_LIGHTSOURCE
- // light source
- #ifdef USEDIFFUSE
- myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
- SHADEDIFFUSE
- color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
- #ifdef USESPECULAR
- SHADESPECULAR(SpecularPower * glosstex.a)
- color.rgb += glosstex.rgb * (specular * Color_Specular);
- #endif
- #else
- color.rgb = diffusetex * Color_Ambient;
- #endif
- color.rgb *= LightColor;
- color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
- #if defined(USESHADOWMAP2D)
- color.rgb *= ShadowMapCompare(CubeVector);
- #endif
- # ifdef USECUBEFILTER
- color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));
- # endif
- #endif // MODE_LIGHTSOURCE
- #ifdef MODE_LIGHTDIRECTION
- #define SHADING
- #ifdef USEDIFFUSE
- myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));
- #endif
- #define lightcolor LightColor
- #endif // MODE_LIGHTDIRECTION
- #ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
- #define SHADING
- // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)
- myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
- myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
- // convert modelspace light vector to tangentspace
- myhalf3 lightnormal;
- lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));
- lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));
- lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));
- lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this
- // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
- // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
- // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
- // on that luxel, and NOT to its center, because recursive triangle subdivision is used
- // to map the luxels to coordinates on the draw surfaces), which also causes
- // deluxemaps to be wrong because light contributions from the wrong side of the surface
- // are added up. To prevent divisions by zero or strong exaggerations, a max()
- // nudge is done here at expense of some additional fps. This is ONLY needed for
- // deluxemaps, tangentspace deluxemap avoid this problem by design.
- lightcolor *= 1.0 / max(0.25, lightnormal.z);
- #endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
- #ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
- #define SHADING
- // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
- myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);
- myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
- #endif
- #if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)
- #define SHADING
- // forced deluxemap on lightmapped/vertexlit surfaces
- myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);
- #ifdef USELIGHTMAP
- myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));
- #else
- myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);
- #endif
- #endif
- #ifdef MODE_FAKELIGHT
- #define SHADING
- myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));
- myhalf3 lightcolor = cast_myhalf3(1.0);
- #endif // MODE_FAKELIGHT
- #ifdef MODE_LIGHTMAP
- color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);
- #endif // MODE_LIGHTMAP
- #ifdef MODE_VERTEXCOLOR
- color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);
- #endif // MODE_VERTEXCOLOR
- #ifdef MODE_FLATCOLOR
- color.rgb = diffusetex * Color_Ambient;
- #endif // MODE_FLATCOLOR
- #ifdef SHADING
- # ifdef USEDIFFUSE
- SHADEDIFFUSE
- # ifdef USESPECULAR
- SHADESPECULAR(SpecularPower * glosstex.a)
- color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
- # else
- color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
- # endif
- # else
- color.rgb = diffusetex * Color_Ambient;
- # endif
- #endif
- #ifdef USESHADOWMAPORTHO
- color.rgb *= ShadowMapCompare(ShadowMapTC);
- #endif
- #ifdef USEDEFERREDLIGHTMAP
- vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
- color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
- color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
- // color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);
- #endif
- #ifdef USEBOUNCEGRID
- #ifdef USEBOUNCEGRIDDIRECTIONAL
- // myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord ));
- // myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);
- myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));
- myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));
- myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));
- myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));
- myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));
- myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));
- myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));
- myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);
- myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);
- // bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);
- myhalf3 bouncegrid_light = cast_myhalf3(
- dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),
- dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),
- dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));
- color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;
- // color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);
- #else
- color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;
- #endif
- #endif
- #ifdef USEGLOW
- #ifdef USEVERTEXTEXTUREBLEND
- color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;
- #else
- color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;
- #endif
- #endif
- #ifdef USECELOUTLINES
- # ifdef USEDEFERREDLIGHTMAP
- // vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
- vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);
- vec4 DepthNeighbors;
- // enable to test ink on white geometry
- // color.rgb = vec3(1.0, 1.0, 1.0);
- // note: this seems to be negative
- float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;
- // edge detect method
- // DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;
- // DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;
- // DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;
- // DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;
- // float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));
- // float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));
- // color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));
- // color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta);
- // shadow method
- float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)
- // float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)
- // float DepthScale1 = 0.003;
- float DepthScale2 = DepthScale1 / 2.0;
- // float DepthScale3 = DepthScale1 / 4.0;
- float DepthBias1 = -DepthCenter * DepthScale1;
- float DepthBias2 = -DepthCenter * DepthScale2;
- // float DepthBias3 = -DepthCenter * DepthScale3;
- float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1)
- + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1)
- + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)
- + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1)
- + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2)
- + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2)
- + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)
- + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2)
- // + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3)
- // + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3)
- // + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)
- // + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3)
- - 0.0;
- color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));
- // color.r = DepthCenter / -1024.0;
- # endif
- #endif
- #ifdef USEFOG
- color.rgb = FogVertex(color);
- #endif
- // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
- #ifdef USEREFLECTION
- vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
- //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
- vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
- #ifdef USENORMALMAPSCROLLBLEND
- # ifdef USEOFFSETMAPPING
- vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);
- # else
- vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);
- # endif
- normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;
- vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;
- #else
- vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
- #endif
- // FIXME temporary hack to detect the case that the reflection
- // gets blackened at edges due to leaving the area that contains actual
- // content.
- // Remove this 'ack once we have a better way to stop this thing from
- // 'appening.
- float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
- f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
- f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
- f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
- ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
- color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
- #endif
- #ifdef USEOCCLUDE
- color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);
- #endif
- dp_FragColor = vec4(color);
- }
- #endif // FRAGMENT_SHADER
- #endif // !MODE_DEFERREDLIGHTSOURCE
- #endif // !MODE_DEFERREDGEOMETRY
- #endif // !MODE_WATER
- #endif // !MODE_REFRACTION
- #endif // !MODE_BLOOMBLUR
- #endif // !MODE_GENERIC
- #endif // !MODE_POSTPROCESS
- #endif // !MODE_DEPTH_OR_SHADOW
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