1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496
|
//? #version 150
#include "shadows.sdr" //! #include "shadows.sdr"
#include "lighting.sdr" //! #include "lighting.sdr"
#include "gamma.sdr" //! #include "gamma.sdr"
#conditional_include +"LARGE_SHADER" "main_large.sdr"
#conditional_include -"LARGE_SHADER" "main_small.sdr"
#define MAX_LIGHTS 8
#define LT_DIRECTIONAL 0
#define LT_POINT 1
#define LT_TUBE 2
struct model_light {
vec4 position;
vec3 diffuse_color;
int light_type;
vec3 direction;
float attenuation;
float ml_sourceRadius;
};
layout (std140) uniform modelData {
mat4 modelViewMatrix;
mat4 modelMatrix;
mat4 viewMatrix;
mat4 projMatrix;
mat4 textureMatrix;
mat4 shadow_mv_matrix;
mat4 shadow_proj_matrix[4];
mat4 envMatrix;
vec4 color;
model_light lights[MAX_LIGHTS];
float outlineWidth;
float fogStart;
float fogScale;
int buffer_matrix_offset;
vec4 clip_equation;
float thruster_scale;
bool use_clip_plane;
int n_lights;
float defaultGloss;
vec3 ambientFactor;
int desaturate;
vec3 diffuseFactor;
int blend_alpha;
vec3 emissionFactor;
bool alphaGloss;
bool gammaSpec;
bool envGloss;
int effect_num;
int sBasemapIndex;
vec4 fogColor;
vec3 base_color;
float anim_timer;
vec3 stripe_color;
float vpwidth;
float vpheight;
bool team_glow_enabled;
float znear;
float zfar;
float veryneardist;
float neardist;
float middist;
float fardist;
int sGlowmapIndex;
int sSpecmapIndex;
int sNormalmapIndex;
int sAmbientmapIndex;
int sMiscmapIndex;
float alphaMult;
int flags;
};
in VertexOutput {
#prereplace IF_FLAG_COMPILED MODEL_SDR_FLAG_ENV
vec3 envReflect;
#prereplace ENDIF_FLAG_COMPILED MODEL_SDR_FLAG_ENV
mat3 tangentMatrix;
#prereplace IF_FLAG_COMPILED MODEL_SDR_FLAG_FOG
float fogDist;
#prereplace ENDIF_FLAG_COMPILED MODEL_SDR_FLAG_FOG
vec4 position;
vec3 normal;
vec4 texCoord;
#prereplace IF_FLAG_COMPILED MODEL_SDR_FLAG_SHADOWS
vec4 shadowUV[4];
vec4 shadowPos;
#prereplace ENDIF_FLAG_COMPILED MODEL_SDR_FLAG_SHADOWS
} vertIn;
#prereplace IF_FLAG_COMPILED MODEL_SDR_FLAG_DIFFUSE
uniform sampler2DArray sBasemap;
#prereplace ENDIF_FLAG_COMPILED MODEL_SDR_FLAG_DIFFUSE
#prereplace IF_FLAG_COMPILED MODEL_SDR_FLAG_GLOW
uniform sampler2DArray sGlowmap;
#prereplace ENDIF_FLAG_COMPILED MODEL_SDR_FLAG_GLOW
#prereplace IF_FLAG_COMPILED MODEL_SDR_FLAG_SPEC
uniform sampler2DArray sSpecmap;
#prereplace ENDIF_FLAG_COMPILED MODEL_SDR_FLAG_SPEC
#prereplace IF_FLAG_COMPILED MODEL_SDR_FLAG_ENV
uniform samplerCube sEnvmap;
uniform samplerCube sIrrmap;
#prereplace ENDIF_FLAG_COMPILED MODEL_SDR_FLAG_ENV
#prereplace IF_FLAG_COMPILED MODEL_SDR_FLAG_NORMAL
uniform sampler2DArray sNormalmap;
#prereplace ENDIF_FLAG_COMPILED MODEL_SDR_FLAG_NORMAL
#prereplace IF_FLAG_COMPILED MODEL_SDR_FLAG_AMBIENT
uniform sampler2DArray sAmbientmap;
#prereplace ENDIF_FLAG_COMPILED MODEL_SDR_FLAG_AMBIENT
uniform sampler2D sFramebuffer;
#prereplace IF_FLAG_COMPILED MODEL_SDR_FLAG_MISC
uniform sampler2DArray sMiscmap;
#prereplace ENDIF_FLAG_COMPILED MODEL_SDR_FLAG_MISC
#prereplace IF_FLAG_COMPILED MODEL_SDR_FLAG_SHADOWS
uniform sampler2DArray shadow_map;
#prereplace ENDIF_FLAG_COMPILED MODEL_SDR_FLAG_SHADOWS
out vec4 fragOut0;
#ifndef MODEL_SDR_FLAG_SHADOW_MAP
out vec4 fragOut1;
out vec4 fragOut2;
out vec4 fragOut3;
out vec4 fragOut4;
#endif
vec3 FresnelLazarovEnv(vec3 specColor, vec3 view, vec3 normal, float gloss)
{
// Fresnel for environment lighting
// Equation referenced from Dimitar Lazarov's presentation titled Physically Based Rendering in Call of Duty: Black Ops
return specColor + (vec3(1.0) - specColor) * pow(1.0 - clamp(dot(view, normal), 0.0, 1.0), 5.0) / (4.0 - 3.0 * gloss);
}
void GetLightInfo(int i, out vec3 lightDir, out float attenuation)
{
lightDir = normalize(lights[i].position.xyz);
attenuation = 1.0;
if (lights[i].light_type != LT_DIRECTIONAL) {
// Positional light source
float dist = distance(lights[i].position.xyz, vertIn.position.xyz);
lightDir = (lights[i].position.xyz - vertIn.position.xyz);
if (lights[i].light_type == LT_TUBE) { // Tube light
float beamlength = length(lights[i].direction);
vec3 beamDir = normalize(lights[i].direction);
// Get nearest point on line
float neardist = dot(vertIn.position.xyz - lights[i].position.xyz, beamDir);
// Move back from the endpoint of the beam along the beam by the distance we calculated
vec3 nearest = lights[i].position.xyz - beamDir * abs(neardist);
lightDir = nearest - vertIn.position.xyz;
dist = length(lightDir);
}
lightDir = normalize(lightDir);
attenuation = 1.0 / (1.0 + lights[i].attenuation * dist);
}
}
vec3 CalculateLighting(vec3 normal, vec3 diffuseMaterial, vec3 specularMaterial, float gloss, float fresnel, float shadow, float aoFactor)
{
vec3 eyeDir = vec3(normalize(-vertIn.position).xyz);
vec3 lightAmbient = (emissionFactor + ambientFactor * ambientFactor) * aoFactor; // ambientFactor^2 due to legacy OpenGL compatibility behavior
vec3 lightDiffuse = vec3(0.0, 0.0, 0.0);
vec3 lightSpecular = vec3(0.0, 0.0, 0.0);
#pragma optionNV unroll all
for (int i = 0; i < n_lights; ++i) {
if(i > 0) {
shadow = 1.0;
}
float roughness = clamp(1.0f - gloss, 0.0f, 1.0f);
float alpha = roughness * roughness;
vec3 lightDir;
float attenuation;
// gather light params
GetLightInfo(i, lightDir, attenuation);
vec3 halfVec = normalize(lightDir + eyeDir);
float NdotL = clamp(dot(normal, lightDir), 0.0f, 1.0f);
// Ambient, Diffuse, and Specular
lightDiffuse += (lights[i].diffuse_color.rgb * diffuseFactor * NdotL * attenuation) * shadow;
lightSpecular += lights[i].diffuse_color.rgb * computeLighting(specularMaterial, diffuseMaterial, lightDir, normal, halfVec, eyeDir, roughness, fresnel, NdotL) * attenuation * shadow;
}
return diffuseMaterial * lightAmbient + lightSpecular;
}
void main()
{
#ifdef MODEL_SDR_FLAG_SHADOW_MAP
// need depth and depth squared for variance shadow maps
fragOut0 = vec4(vertIn.position.z, vertIn.position.z * vertIn.position.z * VARIANCE_SHADOW_SCALE_INV, 0.0, 1.0);
return;
#else
vec3 eyeDir = vec3(normalize(-vertIn.position).xyz);
vec2 texCoord = vertIn.texCoord.xy;
// setup our baseline values for base, emissive, fresnel, gloss, AO and normal
// default specular value is set below, as it depends on the diffuse color
vec4 baseColor = color;
vec4 emissiveColor = vec4(0.0, 0.0, 0.0, 1.0);
float fresnelFactor = 0.0;
float glossData = defaultGloss;
vec2 aoFactors = vec2(1.0, 1.0);
vec3 unitNormal = normalize(vertIn.normal);
vec3 normal = unitNormal;
#prereplace IF_FLAG MODEL_SDR_FLAG_AMBIENT
// red channel is ambient occlusion factor which only affects ambient lighting.
// green is cavity occlusion factor which only affects diffuse and specular lighting.
aoFactors = texture(sAmbientmap, vec3(texCoord, float(sAmbientmapIndex))).xy;
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_AMBIENT
#prereplace IF_FLAG MODEL_SDR_FLAG_NORMAL
// Normal map - convert from DXT5nm
vec2 normalSample;
normal.rg = normalSample = (texture(sNormalmap, vec3(texCoord, float(sNormalmapIndex))).ag * 2.0) - 1.0;
normal.b = clamp(sqrt(1.0 - dot(normal.rg, normal.rg)), 0.0001, 1.0);
normal = vertIn.tangentMatrix * normal;
float norm = length(normal);
// prevent breaking of normal maps
if (norm > 0.0)
normal /= norm;
else
normal = unitNormal;
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_NORMAL
vec2 distort = vec2(0.0, 0.0);
if (effect_num >= 0) {
distort = vec2(cos(vertIn.position.x*vertIn.position.w*0.005+anim_timer*20.0)*sin(vertIn.position.y*vertIn.position.w*0.005),sin(vertIn.position.x*vertIn.position.w*0.005+anim_timer*20.0)*cos(vertIn.position.y*vertIn.position.w*0.005))*0.03;
}
#prereplace IF_FLAG MODEL_SDR_FLAG_DIFFUSE
vec2 diffuseTexCoord = texCoord;
if (effect_num == 2) {
diffuseTexCoord = texCoord + distort*(1.0-anim_timer);
}
baseColor = texture(sBasemap, vec3(diffuseTexCoord, float(sBasemapIndex)));
#prereplace IF_FLAG MODEL_SDR_FLAG_HDR
baseColor.rgb = srgb_to_linear(baseColor.rgb);
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_HDR
#prereplace IF_FLAG MODEL_SDR_FLAG_ALPHA_MULT
baseColor.a *= alphaMult;
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_ALPHA_MULT
if ( blend_alpha == 0 && baseColor.a < 0.95 ) discard; // if alpha blending is not on, discard transparent pixels
// premultiply alpha if blend_alpha is 1. assume that our blend function is srcColor + (1-Alpha)*destColor.
// if blend_alpha is 2, assume blend func is additive and don't modify color
if(blend_alpha == 1) baseColor.rgb = baseColor.rgb * baseColor.a;
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_DIFFUSE
// Anti-glint "trick" based on Valve's "Advanced VR Rendering" talk at GDC2015:
// http://media.steampowered.com/apps/valve/2015/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf Page 43
// basically make surfaces rougher if local normals change too fast in screenspace
vec2 normDx = dFdx(unitNormal.xy);
vec2 normDy = dFdy(unitNormal.xy);
float glossGeo = 1.0f - pow(clamp(max(dot(normDx,normDx), dot(normDy,normDy)),0.0,1.0),0.33);
glossData = min(glossData, glossGeo);
// Now that we have a base color and min gloss value, compute the spec color
vec4 specColor = vec4(baseColor.rgb * SPEC_FACTOR_NO_SPEC_MAP, glossData);
#prereplace IF_FLAG MODEL_SDR_FLAG_SPEC
specColor = texture(sSpecmap, vec3(texCoord, float(sSpecmapIndex)));
#prereplace IF_FLAG MODEL_SDR_FLAG_ALPHA_MULT
specColor *= alphaMult;
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_ALPHA_MULT
if(alphaGloss) glossData = specColor.a;
if(gammaSpec) {
specColor.rgb = max(specColor.rgb, vec3(0.03f)); // hardcoded minimum specular value. read John Hable's blog post titled 'Everything Is Shiny'.
fresnelFactor = 1.0;
}
#prereplace IF_FLAG MODEL_SDR_FLAG_HDR
specColor.rgb = srgb_to_linear(specColor.rgb);
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_HDR
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_SPEC
baseColor.rgb *= aoFactors.y;
specColor.rgb *= aoFactors.y;
vec4 teamMask = vec4(0.0);
vec3 team_color_glow = vec3(0.0);
#prereplace IF_FLAG MODEL_SDR_FLAG_MISC
#prereplace IF_FLAG MODEL_SDR_FLAG_TEAMCOLOR
teamMask = texture(sMiscmap, vec3(texCoord, float(sMiscmapIndex)));
//For team colors applied to a diffuse or spec map, we assume that the base color of the diffuse
//at this point is vec3(0.5). To get accurate results, we subtract 0.5 from the team colors
vec3 color_offset = vec3(-0.5) * (teamMask.x + teamMask.y);
vec3 team_color = base_color * teamMask.x + stripe_color * teamMask.y + color_offset;
team_color_glow = (base_color * teamMask.b) + (stripe_color * teamMask.a);
#prereplace IF_FLAG MODEL_SDR_FLAG_HDR
baseColor.rgb = linear_to_srgb(baseColor.rgb);
specColor.rgb = linear_to_srgb(specColor.rgb);
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_HDR
baseColor.rgb += team_color;
baseColor.rgb = max(baseColor.rgb, vec3(0.0)); // We need to make sure that nothing here ever goes negative
specColor.rgb += team_color;
specColor.rgb = max(specColor.rgb, vec3(0.03));
#prereplace IF_FLAG MODEL_SDR_FLAG_HDR
baseColor.rgb = srgb_to_linear(baseColor.rgb);
specColor.rgb = srgb_to_linear(specColor.rgb);
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_HDR
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_TEAMCOLOR
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_MISC
// Lights aren't applied when we are rendering to the G-buffers since that gets handled later
#prereplace IF_FLAG MODEL_SDR_FLAG_DEFERRED
#prereplace IF_FLAG MODEL_SDR_FLAG_LIGHT
// Ambient lighting still needs to be done since that counts as an "emissive" color
vec3 lightAmbient = (emissionFactor + ambientFactor * ambientFactor) * aoFactors.x; // ambientFactor^2 due to legacy OpenGL compatibility behavior
emissiveColor.rgb += baseColor.rgb * lightAmbient;
#prereplace ELSE_FLAG //MODEL_SDR_FLAG_LIGHT
#prereplace IF_FLAG MODEL_SDR_FLAG_SPEC
baseColor.rgb += pow(1.0 - clamp(dot(eyeDir, normal), 0.0, 1.0), 5.0 * clamp(glossData, 0.01, 1.0)) * specColor.rgb;
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_SPEC
// If there is no lighting then we copy the color data so far into the
emissiveColor.rgb += baseColor.rgb;
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_LIGHT
#prereplace ELSE_FLAG //MODEL_SDR_FLAG_DEFERRED
#prereplace IF_FLAG MODEL_SDR_FLAG_LIGHT
float shadow = 1.0;
#prereplace IF_FLAG MODEL_SDR_FLAG_SHADOWS
shadow = getShadowValue(shadow_map, -vertIn.position.z, vertIn.shadowPos.z, vertIn.shadowUV, fardist, middist, neardist, veryneardist);
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_SHADOWS
baseColor.rgb = CalculateLighting(normal, baseColor.rgb, specColor.rgb, glossData, fresnelFactor, shadow, aoFactors.x);
#prereplace ELSE_FLAG //MODEL_SDR_FLAG_LIGHT
#prereplace IF_FLAG MODEL_SDR_FLAG_SPEC
baseColor.rgb += pow(1.0 - clamp(dot(eyeDir, normal), 0.0, 1.0), 5.0 * clamp(glossData, 0.01, 1.0)) * specColor.rgb;
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_SPEC
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_LIGHT
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_DEFERRED
#prereplace IF_FLAG MODEL_SDR_FLAG_ENV
#prereplace IF_FLAG MODEL_SDR_FLAG_LIGHT
// Bit of a hack here, pretend we're doing blinn-phong shading and use a (modified version of) the derivation from
// Plausible Blinn-Phong Reflection of Standard Cube MIP-Maps - McGuire et al.
// to determine the mip bias.
// We use the specular term listed at http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
// 1/(pi*alpha^2) * NdotM^((2/alpha^2)-2)
// so let s = (2/alpha^2 - 2)
// 1/2 log(s + 1) = 1/2 log(2/alpha^2 -1)
const float ENV_REZ = 512; // Ideally this would be #define'd and shader recompiled with envmap rez changes
const float REZ_BIAS = log2(ENV_REZ * sqrt(3));
float roughness = clamp(1.0f - glossData, 0.0f, 1.0f);
float alpha = roughness * roughness;
float alphaSqr = alpha * alpha;
float rough_bias = 0.5 * log2(2/alphaSqr - 1);
float mip_bias = REZ_BIAS - rough_bias;
// Sample light, using mip bias to blur it.
vec3 light_dir = reflect(-eyeDir, normal);
vec3 env_light_dir = vec3(envMatrix * vec4(light_dir, 0.0));
vec4 specEnvColour = srgb_to_linear(textureLod(sEnvmap, env_light_dir, mip_bias));
vec3 halfVec = normal;
// Lots of hacks here to get things to look right. We aren't loading a BRDF split-sum integral texture
// or properly calculating IBL levels.
// Fresnel calculation as with standard lights.
vec3 fresnel = mix(specColor.rgb, FresnelSchlick(halfVec, eyeDir, specColor.rgb), specColor.a);
// Pseudo-IBL, so use k_IBL
float k = alpha * alpha/ 2.0f;
float NdotL = max(dot(light_dir, normal),0);
float g1vNL = GeometrySchlickGGX(NdotL, k);
vec3 specEnvLighting = specEnvColour.rgb * fresnel * g1vNL;
vec3 kD = vec3(1.0)-fresnel;
kD *= (vec3(1.0) - specColor.rgb);
vec3 diffEnvColor = srgb_to_linear(texture(sIrrmap, vec3(envMatrix * vec4(normal, 0.0))).rgb);
vec3 diffEnvLighting = kD * baseColor.rgb * diffEnvColor * aoFactors.x;
emissiveColor.rgb += (specEnvLighting + diffEnvLighting) * baseColor.a;
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_LIGHT
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_ENV
#prereplace IF_FLAG MODEL_SDR_FLAG_GLOW
vec3 glowColor = texture(sGlowmap, vec3(texCoord, float(sGlowmapIndex))).rgb;
#prereplace IF_FLAG MODEL_SDR_FLAG_MISC
#prereplace IF_FLAG MODEL_SDR_FLAG_TEAMCOLOR
float glowColorLuminance = dot(glowColor, vec3(0.299, 0.587, 0.114));
glowColor = team_glow_enabled ? mix(max(team_color_glow, vec3(0.0)), glowColor, clamp(glowColorLuminance - teamMask.b - teamMask.a, 0.0, 1.0)) : glowColor;
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_TEAMCOLOR
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_MISC
#prereplace IF_FLAG MODEL_SDR_FLAG_HDR
glowColor = srgb_to_linear(glowColor) * GLOW_MAP_SRGB_MULTIPLIER;
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_HDR
emissiveColor.rgb += glowColor * GLOW_MAP_INTENSITY;
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_GLOW
#prereplace IF_FLAG MODEL_SDR_FLAG_ALPHA_MULT
//Since this is emissive, we need to premultiply it for intensity, and apply alpha to not replace existing emissive
emissiveColor *= alphaMult;
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_ALPHA_MULT
#prereplace IF_FLAG MODEL_SDR_FLAG_FOG
vec3 finalFogColor = fogColor.rgb;
#prereplace IF_FLAG MODEL_SDR_FLAG_HDR
finalFogColor = srgb_to_linear(finalFogColor);
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_HDR
#prereplace IF_FLAG MODEL_SDR_FLAG_DIFFUSE
if(blend_alpha == 1) finalFogColor *= baseColor.a;
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_DIFFUSE
// This code will only be used by the forward renderer so we apply the fog effect to both the emissive and the base
// color.
baseColor.rgb = mix(emissiveColor.rgb + baseColor.rgb, finalFogColor, vertIn.fogDist);
emissiveColor.rgb = vec3(0.0); // Zero the emissive color since it has already been added by the previous line
specColor.rgb *= vertIn.fogDist;
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_FOG
#prereplace IF_FLAG MODEL_SDR_FLAG_DIFFUSE
if(desaturate == 1) {
baseColor.rgb = color.rgb * dot(vec3(1.0), baseColor.rgb) * 0.3333333;
}
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_DIFFUSE
if (effect_num == 0) {
float shinefactor = 1.0/(1.0 + pow(abs((fract(abs(texCoord.x))-anim_timer) * 1000.0), 2.0)) * 1000.0;
emissiveColor.rgb += vec3(shinefactor);
baseColor.a = baseColor.a * clamp(shinefactor * (fract(abs(texCoord.x))-anim_timer) * -10000.0,0.0,1.0);
} else if (effect_num == 1) {
float shinefactor = 1.0/(1.0 + pow(abs(vertIn.position.y-anim_timer), 2.0));
emissiveColor.rgb += vec3(shinefactor);
#prereplace IF_NOT_FLAG MODEL_SDR_FLAG_LIGHT
// ATI Wireframe fix *grumble*
baseColor.a = clamp((vertIn.position.y-anim_timer) * 10000.0,0.0,1.0);
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_LIGHT
} else if (effect_num == 2) {
vec2 screenPos = gl_FragCoord.xy * vec2(vpwidth,vpheight);
baseColor.a = baseColor.a;
float cloak_interp = (sin(vertIn.position.x*vertIn.position.w*0.005+anim_timer*20.0)*sin(vertIn.position.y*vertIn.position.w*0.005)*0.5)-0.5;
#prereplace IF_FLAG MODEL_SDR_FLAG_LIGHT
baseColor.rgb = mix(texture(sFramebuffer, screenPos + distort*anim_timer + anim_timer*0.1*normal.xy).rgb,baseColor.rgb,clamp(cloak_interp+anim_timer*2.0,0.0,1.0));
#prereplace ELSE_FLAG //MODEL_SDR_FLAG_LIGHT
baseColor.rgb = mix(texture(sFramebuffer, screenPos + distort*anim_timer + anim_timer*0.1*vertIn.normal.xy).rgb,baseColor.rgb,clamp(cloak_interp+anim_timer*2.0,0.0,1.0));
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_LIGHT
}
#prereplace IF_NOT_FLAG MODEL_SDR_FLAG_DEFERRED
// emissive colors won't be added later when we are using forward rendering so we need to do that here
baseColor.rgb += emissiveColor.rgb;
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_DEFERRED
fragOut0 = baseColor;
#prereplace IF_FLAG MODEL_SDR_FLAG_DEFERRED
fragOut1 = vec4(vertIn.position.xyz, 1.0);
fragOut2 = vec4(normal, glossData);
fragOut3 = vec4(specColor.rgb, fresnelFactor);
fragOut4 = emissiveColor;
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_DEFERRED
#endif
}
|