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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307
|
// [config]
// expect_result: pass
// glsl_version: 1.10
//
// [end config]
/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public
License along with this program. If not, see
<http://www.gnu.org/licenses/>.
*/
/* Modification from original source: Pasted in #defines from the C
* source by anholt.
*/
#define VERTEX_SHADER
#define MODE_GENERIC
#define USEDIFFUSE
/* Begin original shader source. */
// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
// written by Forest 'LordHavoc' Hale
// shadowmapping enhancements by Lee 'eihrul' Salzman
#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)
# define USEFOG
#endif
#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
#define USELIGHTMAP
#endif
#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)
#define USEEYEVECTOR
#endif
#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)
# extension GL_ARB_texture_rectangle : enable
#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 USESHADOWMAPCUBE
# extension GL_EXT_gpu_shader4 : enable
#endif
//#ifdef USESHADOWSAMPLER
//# extension GL_ARB_shadow : enable
//#endif
//#ifdef __GLSL_CG_DATA_TYPES
//# define myhalf half
//# define myhalf2 half2
//# define myhalf3 half3
//# define myhalf4 half4
//#else
# define myhalf float
# define myhalf2 vec2
# define myhalf3 vec3
# define myhalf4 vec4
//#endif
#ifdef VERTEX_SHADER
uniform mat4 ModelViewProjectionMatrix;
#endif
#ifdef MODE_DEPTH_OR_SHADOW
#ifdef VERTEX_SHADER
void main(void)
{
gl_Position = ModelViewProjectionMatrix * gl_Vertex;
}
#endif
#else // !MODE_DEPTH_ORSHADOW
#ifdef MODE_SHOWDEPTH
#ifdef VERTEX_SHADER
void main(void)
{
gl_Position = ModelViewProjectionMatrix * gl_Vertex;
gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
}
#endif
#ifdef FRAGMENT_SHADER
void main(void)
{
gl_FragColor = gl_Color;
}
#endif
#else // !MODE_SHOWDEPTH
#ifdef MODE_POSTPROCESS
varying vec2 TexCoord1;
varying vec2 TexCoord2;
#ifdef VERTEX_SHADER
void main(void)
{
gl_Position = ModelViewProjectionMatrix * gl_Vertex;
TexCoord1 = gl_MultiTexCoord0.xy;
#ifdef USEBLOOM
TexCoord2 = gl_MultiTexCoord4.xy;
#endif
}
#endif
#ifdef FRAGMENT_SHADER
uniform sampler2D Texture_First;
#ifdef USEBLOOM
uniform sampler2D Texture_Second;
uniform vec4 BloomColorSubtract;
#endif
#ifdef USEGAMMARAMPS
uniform sampler2D Texture_GammaRamps;
#endif
#ifdef USESATURATION
uniform float Saturation;
#endif
#ifdef USEVIEWTINT
uniform vec4 ViewTintColor;
#endif
//uncomment these if you want to use them:
uniform vec4 UserVec1;
uniform vec4 UserVec2;
// uniform vec4 UserVec3;
// uniform vec4 UserVec4;
// uniform float ClientTime;
uniform vec2 PixelSize;
void main(void)
{
gl_FragColor = texture2D(Texture_First, TexCoord1);
#ifdef USEBLOOM
gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);
#endif
#ifdef USEVIEWTINT
gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);
#endif
#ifdef USEPOSTPROCESSING
// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
float sobel = 1.0;
// vec2 ts = textureSize(Texture_First, 0);
// vec2 px = vec2(1/ts.x, 1/ts.y);
vec2 px = PixelSize;
vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;
vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;
vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;
vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;
vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;
vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;
vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;
vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;
vec3 y6 = 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);
gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
gl_FragColor /= (1.0 + 5.0 * UserVec1.y);
gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;
#endif
#ifdef USESATURATION
//apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
//gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
#endif
#ifdef USEGAMMARAMPS
gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
#endif
}
#endif
#else // !MODE_POSTPROCESS
#ifdef MODE_GENERIC
#ifdef USEDIFFUSE
varying vec2 TexCoord1;
#endif
#ifdef USESPECULAR
varying vec2 TexCoord2;
#endif
#ifdef VERTEX_SHADER
void main(void)
{
gl_FrontColor = gl_Color;
#ifdef USEDIFFUSE
TexCoord1 = gl_MultiTexCoord0.xy;
#endif
#ifdef USESPECULAR
TexCoord2 = gl_MultiTexCoord1.xy;
#endif
gl_Position = ModelViewProjectionMatrix * gl_Vertex;
}
#endif
#ifdef FRAGMENT_SHADER
#ifdef USEDIFFUSE
uniform sampler2D Texture_First;
#endif
#ifdef USESPECULAR
uniform sampler2D Texture_Second;
#endif
void main(void)
{
gl_FragColor = gl_Color;
#ifdef USEDIFFUSE
gl_FragColor *= texture2D(Texture_First, TexCoord1);
#endif
#ifdef USESPECULAR
vec4 tex2 = texture2D(Texture_Second, TexCoord2);
# ifdef USECOLORMAPPING
gl_FragColor *= tex2;
# endif
# ifdef USEGLOW
gl_FragColor += tex2;
# endif
# ifdef USEVERTEXTEXTUREBLEND
gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
# endif
#endif
}
#endif
#else // !MODE_GENERIC
#ifdef MODE_BLOOMBLUR
varying TexCoord;
#ifdef VERTEX_SHADER
void main(void)
{
gl_FrontColor = gl_Color;
TexCoord = gl_MultiTexCoord0.xy;
gl_Position = ModelViewProjectionMatrix * gl_Vertex;
}
#endif
#ifdef FRAGMENT_SHADER
uniform sampler2D Texture_First;
uniform vec4 BloomBlur_Parameters;
void main(void)
{
int i;
vec2 tc = TexCoord;
vec3 color = texture2D(Texture_First, tc).rgb;
tc += BloomBlur_Parameters.xy;
for (i = 1;i < SAMPLES;i++)
{
color += texture2D(Texture_First, tc).rgb;
tc += BloomBlur_Parameters.xy;
}
gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);
}
#endif
#else // !MODE_BLOOMBLUR
#ifdef MODE_REFRACTION
varying vec2 TexCoord;
varying vec4 ModelViewProjectionPosition;
uniform mat4 TexMatrix;
#ifdef VERTEX_SHADER
void main(void)
{
TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);
gl_Position = ModelViewProjectionMatrix * gl_Vertex;
ModelViewProjectionPosition = gl_Position;
}
#endif
#ifdef FRAGMENT_SHADER
uniform sampler2D Texture_Normal;
uniform sampler2D Texture_Refraction;
uniform sampler2D Texture_Reflection;
uniform vec4 DistortScaleRefractReflect;
uniform vec4 ScreenScaleRefractReflect;
uniform vec4 ScreenCenterRefractReflect;
uniform vec4 RefractColor;
uniform vec4 ReflectColor;
uniform float ReflectFactor;
uniform float ReflectOffset;
void main(void)
{
vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
//vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;
// 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(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
}
#endif
#else // !MODE_REFRACTION
#ifdef MODE_WATER
varying vec2 TexCoord;
varying vec3 EyeVector;
varying vec4 ModelViewProjectionPosition;
#ifdef VERTEX_SHADER
uniform vec3 EyePosition;
uniform mat4 TexMatrix;
void main(void)
{
TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);
vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
gl_Position = ModelViewProjectionMatrix * gl_Vertex;
ModelViewProjectionPosition = gl_Position;
}
#endif
#ifdef FRAGMENT_SHADER
uniform sampler2D Texture_Normal;
uniform sampler2D Texture_Refraction;
uniform sampler2D Texture_Reflection;
uniform vec4 DistortScaleRefractReflect;
uniform vec4 ScreenScaleRefractReflect;
uniform vec4 ScreenCenterRefractReflect;
uniform vec4 RefractColor;
uniform vec4 ReflectColor;
uniform float ReflectFactor;
uniform float ReflectOffset;
void main(void)
{
vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
//vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(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);
vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;
// 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(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
}
#endif
#else // !MODE_WATER
// common definitions between vertex shader and fragment shader:
varying vec2 TexCoord;
#ifdef USEVERTEXTEXTUREBLEND
varying vec2 TexCoord2;
#endif
#ifdef USELIGHTMAP
varying vec2 TexCoordLightmap;
#endif
#ifdef MODE_LIGHTSOURCE
varying vec3 CubeVector;
#endif
#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)
varying vec3 LightVector;
#endif
#ifdef USEEYEVECTOR
varying vec3 EyeVector;
#endif
#ifdef USEFOG
varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;
#endif
#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)
varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
varying vec3 VectorR; // direction of R texcoord (surface normal)
#endif
#ifdef USEREFLECTION
varying vec4 ModelViewProjectionPosition;
#endif
#ifdef MODE_DEFERREDLIGHTSOURCE
uniform vec3 LightPosition;
varying vec4 ModelViewPosition;
#endif
#ifdef MODE_LIGHTSOURCE
uniform vec3 LightPosition;
#endif
uniform vec3 EyePosition;
#ifdef MODE_LIGHTDIRECTION
uniform vec3 LightDir;
#endif
uniform vec4 FogPlane;
#ifdef USESHADOWMAPORTHO
varying vec3 ShadowMapTC;
#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_ScreenDepth;
uniform sampler2D Texture_ScreenNormalMap;
#endif
#ifdef USEDEFERREDLIGHTMAP
uniform sampler2D Texture_ScreenDiffuse;
uniform sampler2D Texture_ScreenSpecular;
#endif
uniform myhalf3 Color_Pants;
uniform myhalf3 Color_Shirt;
uniform myhalf3 FogColor;
#ifdef USEFOG
uniform float FogRangeRecip;
uniform float FogPlaneViewDist;
uniform float FogHeightFade;
vec3 FogVertex(vec3 surfacecolor)
{
vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;
float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;
float fogfrac;
#ifdef USEFOGHEIGHTTEXTURE
vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));
fogfrac = fogheightpixel.a;
return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, 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(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);
#endif
}
#endif
#ifdef USEOFFSETMAPPING
uniform float OffsetMapping_Scale;
vec2 OffsetMapping(vec2 TexCoord)
{
#ifdef USEOFFSETMAPPING_RELIEFMAPPING
// 14 sample relief mapping: linear search and then binary search
// this basically steps forward a small amount repeatedly until it finds
// itself inside solid, then jitters forward and back using decreasing
// amounts to find the impact
//vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
//vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
vec3 RT = vec3(TexCoord, 1);
OffsetVector *= 0.1;
RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
return RT.xy;
#else
// 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
// this basically moves forward the full distance, and then backs up based
// on height of samples
//vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
//vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
TexCoord += OffsetVector;
OffsetVector *= 0.333;
TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).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 USESHADOWMAPRECT
# ifdef USESHADOWSAMPLER
uniform sampler2DRectShadow Texture_ShadowMapRect;
# else
uniform sampler2DRect Texture_ShadowMapRect;
# endif
#endif
#ifdef USESHADOWMAP2D
# ifdef USESHADOWSAMPLER
uniform sampler2DShadow Texture_ShadowMap2D;
# else
uniform sampler2D Texture_ShadowMap2D;
# endif
#endif
#ifdef USESHADOWMAPVSDCT
uniform samplerCube Texture_CubeProjection;
#endif
#ifdef USESHADOWMAPCUBE
# ifdef USESHADOWSAMPLER
uniform samplerCubeShadow Texture_ShadowMapCube;
# else
uniform samplerCube Texture_ShadowMapCube;
# endif
#endif
#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
uniform vec2 ShadowMap_TextureScale;
uniform vec4 ShadowMap_Parameters;
#endif
#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
# ifdef USESHADOWMAPORTHO
# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))
# else
# ifdef USESHADOWMAPVSDCT
vec3 GetShadowMapTC2D(vec3 dir)
{
vec3 adir = abs(dir);
vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);
vec4 proj = textureCube(Texture_CubeProjection, dir);
return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);
}
# else
vec3 GetShadowMapTC2D(vec3 dir)
{
vec3 adir = abs(dir);
float ma = adir.z;
vec4 proj = vec4(dir, 2.5);
if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }
if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }
vec2 aparams = ShadowMap_Parameters.xy / ma;
return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);
}
# endif
# endif
#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
#ifdef USESHADOWMAPCUBE
vec4 GetShadowMapTCCube(vec3 dir)
{
vec3 adir = abs(dir);
return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));
}
#endif
# ifdef USESHADOWMAPRECT
float ShadowMapCompare(vec3 dir)
{
vec3 shadowmaptc = GetShadowMapTC2D(dir);
float f;
# ifdef USESHADOWSAMPLER
# ifdef USESHADOWMAPPCF
# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
# else
f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
# endif
# else
# ifdef USESHADOWMAPPCF
# if USESHADOWMAPPCF > 1
# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
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
# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
vec2 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, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
# endif
# endif
# ifdef USESHADOWMAPORTHO
return mix(ShadowMap_Parameters.w, 1.0, f);
# else
return f;
# endif
}
# endif
# ifdef USESHADOWMAP2D
float ShadowMapCompare(vec3 dir)
{
vec3 shadowmaptc = GetShadowMapTC2D(dir);
float f;
# ifdef USESHADOWSAMPLER
# ifdef USESHADOWMAPPCF
# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
# else
f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
# endif
# else
# ifdef USESHADOWMAPPCF
# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
# ifdef GL_ARB_texture_gather
# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))
# else
# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)
# endif
vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;
# if USESHADOWMAPPCF > 1
vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));
vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));
vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));
vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));
vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));
vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));
vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));
vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));
vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));
vec4 locols = vec4(group1.ab, group3.ab);
vec4 hicols = vec4(group7.rg, group9.rg);
locols.yz += group2.ab;
hicols.yz += group8.rg;
vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +
vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +
mix(locols, hicols, offset.y);
vec4 cols = group5 + vec4(group2.rg, group8.ab);
cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);
f = dot(cols, vec4(1.0/25.0));
# else
vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
# endif
# else
# ifdef GL_EXT_gpu_shader4
# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
# else
# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
# endif
# if USESHADOWMAPPCF > 1
vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
center *= ShadowMap_TextureScale;
vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
# else
vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
vec3 cols = row2 + mix(row1, row3, offset.y);
f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
# endif
# endif
# else
f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
# endif
# endif
# ifdef USESHADOWMAPORTHO
return mix(ShadowMap_Parameters.w, 1.0, f);
# else
return f;
# endif
}
# endif
# ifdef USESHADOWMAPCUBE
float ShadowMapCompare(vec3 dir)
{
// apply depth texture cubemap as light filter
vec4 shadowmaptc = GetShadowMapTCCube(dir);
float f;
# ifdef USESHADOWSAMPLER
f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
# else
f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
# endif
return f;
}
# endif
#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)
#endif // FRAGMENT_SHADER
#ifdef MODE_DEFERREDGEOMETRY
#ifdef VERTEX_SHADER
uniform mat4 TexMatrix;
#ifdef USEVERTEXTEXTUREBLEND
uniform mat4 BackgroundTexMatrix;
#endif
uniform mat4 ModelViewMatrix;
void main(void)
{
TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);
#ifdef USEVERTEXTEXTUREBLEND
gl_FrontColor = gl_Color;
TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);
#endif
// transform unnormalized eye direction into tangent space
#ifdef USEOFFSETMAPPING
vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
#endif
VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;
VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;
VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;
gl_Position = ModelViewProjectionMatrix * gl_Vertex;
}
#endif // VERTEX_SHADER
#ifdef FRAGMENT_SHADER
void main(void)
{
#ifdef USEOFFSETMAPPING
// apply offsetmapping
vec2 TexCoordOffset = OffsetMapping(TexCoord);
#define TexCoord TexCoordOffset
#endif
#ifdef USEALPHAKILL
if (texture2D(Texture_Color, TexCoord).a < 0.5)
discard;
#endif
#ifdef USEVERTEXTEXTUREBLEND
float alpha = texture2D(Texture_Color, TexCoord).a;
float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));
//float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));
//float terrainblend = float(gl_Color.a) * alpha > 0.5;
#endif
#ifdef USEVERTEXTEXTUREBLEND
vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);
float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);
#else
vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);
float a = texture2D(Texture_Gloss, TexCoord).a;
#endif
gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);
}
#endif // FRAGMENT_SHADER
#else // !MODE_DEFERREDGEOMETRY
#ifdef MODE_DEFERREDLIGHTSOURCE
#ifdef VERTEX_SHADER
uniform mat4 ModelViewMatrix;
void main(void)
{
ModelViewPosition = ModelViewMatrix * gl_Vertex;
gl_Position = ModelViewProjectionMatrix * gl_Vertex;
}
#endif // VERTEX_SHADER
#ifdef FRAGMENT_SHADER
uniform mat4 ViewToLight;
// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));
uniform 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;
position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);
position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);
// decode viewspace pixel normal
myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);
myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));
// surfacenormal = pixel normal in viewspace
// LightVector = pixel to light in viewspace
// CubeVector = position in lightspace
// eyevector = pixel to view in viewspace
vec3 CubeVector = vec3(ViewToLight * vec4(position,1));
myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
#ifdef USEDIFFUSE
// calculate diffuse shading
myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));
myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
#endif
#ifdef USESPECULAR
// calculate directional shading
vec3 eyevector = position * -1.0;
# ifdef USEEXACTSPECULARMATH
myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);
# else
myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));
myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);
# endif
#endif
#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
fade *= ShadowMapCompare(CubeVector);
#endif
#ifdef USEDIFFUSE
gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);
#else
gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);
#endif
#ifdef USESPECULAR
gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);
#else
gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);
#endif
# ifdef USECUBEFILTER
vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;
gl_FragData[0].rgb *= cubecolor;
gl_FragData[1].rgb *= cubecolor;
# endif
}
#endif // FRAGMENT_SHADER
#else // !MODE_DEFERREDLIGHTSOURCE
#ifdef VERTEX_SHADER
uniform mat4 TexMatrix;
#ifdef USEVERTEXTEXTUREBLEND
uniform mat4 BackgroundTexMatrix;
#endif
#ifdef MODE_LIGHTSOURCE
uniform mat4 ModelToLight;
#endif
#ifdef USESHADOWMAPORTHO
uniform mat4 ShadowMapMatrix;
#endif
void main(void)
{
#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)
gl_FrontColor = gl_Color;
#endif
// copy the surface texcoord
TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);
#ifdef USEVERTEXTEXTUREBLEND
TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);
#endif
#ifdef USELIGHTMAP
TexCoordLightmap = vec2(gl_MultiTexCoord4);
#endif
#ifdef MODE_LIGHTSOURCE
// transform vertex position into light attenuation/cubemap space
// (-1 to +1 across the light box)
CubeVector = vec3(ModelToLight * gl_Vertex);
# 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 - gl_Vertex.xyz;
LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
# endif
#endif
#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)
LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
#endif
// transform unnormalized eye direction into tangent space
#ifdef USEEYEVECTOR
vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
#endif
#ifdef USEFOG
EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;
EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);
#endif
#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)
VectorS = gl_MultiTexCoord1.xyz;
VectorT = gl_MultiTexCoord2.xyz;
VectorR = gl_MultiTexCoord3.xyz;
#endif
// transform vertex to camera space, using ftransform to match non-VS rendering
gl_Position = ModelViewProjectionMatrix * gl_Vertex;
#ifdef USESHADOWMAPORTHO
ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);
#endif
#ifdef USEREFLECTION
ModelViewProjectionPosition = 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 vec4 DistortScaleRefractReflect;
uniform vec4 ScreenScaleRefractReflect;
uniform vec4 ScreenCenterRefractReflect;
uniform myhalf4 ReflectColor;
#endif
#ifdef USEREFLECTCUBE
uniform 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
void main(void)
{
#ifdef USEOFFSETMAPPING
// apply offsetmapping
vec2 TexCoordOffset = OffsetMapping(TexCoord);
#define TexCoord TexCoordOffset
#endif
// combine the diffuse textures (base, pants, shirt)
myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
#ifdef USEALPHAKILL
if (color.a < 0.5)
discard;
#endif
color.a *= Alpha;
#ifdef USECOLORMAPPING
color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
#endif
#ifdef USEVERTEXTEXTUREBLEND
myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
//myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
//myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
color.a = 1.0;
//color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
#endif
// get the surface normal
#ifdef USEVERTEXTEXTUREBLEND
myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
#else
myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - 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(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);
# else
myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));
# endif
#endif
#ifdef USEREFLECTCUBE
vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);
vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;
vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));
diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));
#endif
#ifdef MODE_LIGHTSOURCE
// light source
#ifdef USEDIFFUSE
myhalf3 lightnormal = myhalf3(normalize(LightVector));
myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);
#ifdef USESPECULAR
#ifdef USEEXACTSPECULARMATH
myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);
#else
myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));
myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);
#endif
color.rgb += glosstex.rgb * (specular * Color_Specular);
#endif
#else
color.rgb = diffusetex * Color_Ambient;
#endif
color.rgb *= LightColor;
color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
color.rgb *= ShadowMapCompare(CubeVector);
#endif
# ifdef USECUBEFILTER
color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
# endif
#endif // MODE_LIGHTSOURCE
#ifdef MODE_LIGHTDIRECTION
#define SHADING
#ifdef USEDIFFUSE
myhalf3 lightnormal = 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 = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
// convert modelspace light vector to tangentspace
myhalf3 lightnormal;
lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));
lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));
lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));
// 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 = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
#endif
#ifdef MODE_LIGHTMAP
color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);
#endif // MODE_LIGHTMAP
#ifdef MODE_VERTEXCOLOR
color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);
#endif // MODE_VERTEXCOLOR
#ifdef MODE_FLATCOLOR
color.rgb = diffusetex * Color_Ambient;
#endif // MODE_FLATCOLOR
#ifdef SHADING
# ifdef USEDIFFUSE
myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));
# ifdef USESPECULAR
# ifdef USEEXACTSPECULARMATH
myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);
# else
myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));
myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);
# endif
color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;
# else
color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);
# endif
# else
color.rgb = diffusetex * Color_Ambient;
# endif
#endif
#ifdef USESHADOWMAPORTHO
color.rgb *= ShadowMapCompare(ShadowMapTC);
#endif
#ifdef USEDEFERREDLIGHTMAP
vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;
color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;
color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;
#endif
#ifdef USEGLOW
#ifdef USEVERTEXTEXTUREBLEND
color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;
#else
color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;
#endif
#endif
#ifdef USEFOG
color.rgb = FogVertex(color.rgb);
#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(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
// 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(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
#endif
gl_FragColor = vec4(color);
}
#endif // FRAGMENT_SHADER
#endif // !MODE_DEFERREDLIGHTSOURCE
#endif // !MODE_DEFERREDGEOMETRY
#endif // !MODE_WATER
#endif // !MODE_REFRACTION
#endif // !MODE_BLOOMBLUR
#endif // !MODE_GENERIC
#endif // !MODE_POSTPROCESS
#endif // !MODE_SHOWDEPTH
#endif // !MODE_DEPTH_OR_SHADOW
|