]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
Merge branch 'master' into akari/irc
authorAkari <hetors.email@gmail.com>
Tue, 29 Mar 2011 08:57:53 +0000 (11:57 +0300)
committerAkari <hetors.email@gmail.com>
Tue, 29 Mar 2011 08:57:53 +0000 (11:57 +0300)
Conflicts:
cl_particles.c
cl_video.c
gl_rmain.c
gl_rsurf.c
gl_textures.c
model_brush.c
r_shadow.c
r_shadow.h
r_sprites.c
screen.h
snd_main.c

1  2 
cl_main.c
cl_video.c
console.c
gl_rmain.c
gl_rsurf.c
keys.c
makefile.inc

diff --cc cl_main.c
Simple merge
diff --cc cl_video.c
index 624d784755278502ab5b3036705ed1cea3bed7b8,4e37eb7548dc46ab6220bacb921991c93e34ff79..3e75822706987bc7868e0a59bff62c2018a26bba
@@@ -697,4 -700,4 +700,4 @@@ void CL_Video_Init( void 
        Cvar_RegisterVariable(&cl_video_fadeout);
  
        R_RegisterModule( "CL_Video", cl_video_start, cl_video_shutdown, cl_video_newmap, NULL, NULL );
--}
++}
diff --cc console.c
Simple merge
diff --cc gl_rmain.c
index e8f90ad3409b30195abb942a383cc87be8d0c495,3dd7eb25b17d7774162d3e2f051fc18fe16c2dca..983428082b34d98d1e1fe1d12a367a69a8a60a07
@@@ -585,2742 -597,15 +597,7 @@@ static void R_BuildFogHeightTexture(voi
  
  //=======================================================================================================================================================
  
--static const char *builtinshaderstring =
- "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
- "// written by Forest 'LordHavoc' Hale\n"
- "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
- "\n"
- "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
- "# define USEFOG\n"
- "#endif\n"
- "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
- "#define USELIGHTMAP\n"
- "#endif\n"
- "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
- "#define USEEYEVECTOR\n"
- "#endif\n"
- "\n"
- "#ifdef USESHADOWMAP2D\n"
- "# ifdef GL_EXT_gpu_shader4\n"
- "#   extension GL_EXT_gpu_shader4 : enable\n"
- "# endif\n"
- "# ifdef GL_ARB_texture_gather\n"
- "#   extension GL_ARB_texture_gather : enable\n"
- "# else\n"
- "#   ifdef GL_AMD_texture_texture4\n"
- "#     extension GL_AMD_texture_texture4 : enable\n"
- "#   endif\n"
- "# endif\n"
- "#endif\n"
- "\n"
- "//#ifdef USESHADOWSAMPLER\n"
- "//# extension GL_ARB_shadow : enable\n"
- "//#endif\n"
- "\n"
- "//#ifdef __GLSL_CG_DATA_TYPES\n"
- "//# define myhalf half\n"
- "//# define myhalf2 half2\n"
- "//# define myhalf3 half3\n"
- "//# define myhalf4 half4\n"
- "//#else\n"
- "# define myhalf float\n"
- "# define myhalf2 vec2\n"
- "# define myhalf3 vec3\n"
- "# define myhalf4 vec4\n"
- "//#endif\n"
- "\n"
- "#ifdef VERTEX_SHADER\n"
- "uniform mat4 ModelViewProjectionMatrix;\n"
- "#endif\n"
- "\n"
- "#ifdef MODE_DEPTH_OR_SHADOW\n"
- "#ifdef VERTEX_SHADER\n"
- "void main(void)\n"
- "{\n"
- "     gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
- "}\n"
- "#endif\n"
- "#else // !MODE_DEPTH_ORSHADOW\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_SHOWDEPTH\n"
- "#ifdef VERTEX_SHADER\n"
- "void main(void)\n"
- "{\n"
- "     gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
- "     gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
- "}\n"
- "#endif\n"
- "\n"
- "#ifdef FRAGMENT_SHADER\n"
- "void main(void)\n"
- "{\n"
- "     gl_FragColor = gl_Color;\n"
- "}\n"
- "#endif\n"
- "#else // !MODE_SHOWDEPTH\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_POSTPROCESS\n"
- "varying vec2 TexCoord1;\n"
- "varying vec2 TexCoord2;\n"
- "\n"
- "#ifdef VERTEX_SHADER\n"
- "void main(void)\n"
- "{\n"
- "     gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
- "     TexCoord1 = gl_MultiTexCoord0.xy;\n"
- "#ifdef USEBLOOM\n"
- "     TexCoord2 = gl_MultiTexCoord4.xy;\n"
- "#endif\n"
- "}\n"
- "#endif\n"
- "\n"
- "#ifdef FRAGMENT_SHADER\n"
- "uniform sampler2D Texture_First;\n"
- "#ifdef USEBLOOM\n"
- "uniform sampler2D Texture_Second;\n"
- "uniform vec4 BloomColorSubtract;\n"
- "#endif\n"
- "#ifdef USEGAMMARAMPS\n"
- "uniform sampler2D Texture_GammaRamps;\n"
- "#endif\n"
- "#ifdef USESATURATION\n"
- "uniform float Saturation;\n"
- "#endif\n"
- "#ifdef USEVIEWTINT\n"
- "uniform vec4 ViewTintColor;\n"
- "#endif\n"
- "//uncomment these if you want to use them:\n"
- "uniform vec4 UserVec1;\n"
- "uniform vec4 UserVec2;\n"
- "// uniform vec4 UserVec3;\n"
- "// uniform vec4 UserVec4;\n"
- "// uniform float ClientTime;\n"
- "uniform vec2 PixelSize;\n"
- "void main(void)\n"
- "{\n"
- "     gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
- "#ifdef USEBLOOM\n"
- "     gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
- "#endif\n"
- "#ifdef USEVIEWTINT\n"
- "     gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
- "#endif\n"
- "\n"
- "#ifdef USEPOSTPROCESSING\n"
- "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
- "// 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\n"
- "     float sobel = 1.0;\n"
- "     // vec2 ts = textureSize(Texture_First, 0);\n"
- "     // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
- "     vec2 px = PixelSize;\n"
- "     vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
- "     vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
- "     vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
- "     vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
- "     vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
- "     vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
- "     vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
- "     vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
- "     vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
- "     vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
- "     vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
- "     vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
- "     float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
- "     float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
- "     float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
- "     float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
- "     float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
- "     float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
- "     float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
- "     float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
- "     float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
- "     float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
- "     float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
- "     float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
- "     sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
- "     gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
- "     gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
- "     gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
- "     gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
- "     gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
- "     gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
- "     gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
- "#endif\n"
- "\n"
- "#ifdef USESATURATION\n"
- "     //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
- "     float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
- "     // 'vampire sight' effect, wheres red is compensated\n"
- "     #ifdef SATURATION_REDCOMPENSATE\n"
- "             float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
- "             gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
- "             gl_FragColor.r += rboost;\n"
- "     #else\n"
- "             // normal desaturation\n"
- "             //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
- "             gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
- "     #endif\n"
- "#endif\n"
- "\n"
- "#ifdef USEGAMMARAMPS\n"
- "     gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
- "     gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
- "     gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
- "#endif\n"
- "}\n"
- "#endif\n"
- "#else // !MODE_POSTPROCESS\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_GENERIC\n"
- "#ifdef USEDIFFUSE\n"
- "varying vec2 TexCoord1;\n"
- "#endif\n"
- "#ifdef USESPECULAR\n"
- "varying vec2 TexCoord2;\n"
- "#endif\n"
- "#ifdef VERTEX_SHADER\n"
- "void main(void)\n"
- "{\n"
- "     gl_FrontColor = gl_Color;\n"
- "#ifdef USEDIFFUSE\n"
- "     TexCoord1 = gl_MultiTexCoord0.xy;\n"
- "#endif\n"
- "#ifdef USESPECULAR\n"
- "     TexCoord2 = gl_MultiTexCoord1.xy;\n"
- "#endif\n"
- "     gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
- "}\n"
- "#endif\n"
- "\n"
- "#ifdef FRAGMENT_SHADER\n"
- "#ifdef USEDIFFUSE\n"
- "uniform sampler2D Texture_First;\n"
- "#endif\n"
- "#ifdef USESPECULAR\n"
- "uniform sampler2D Texture_Second;\n"
- "#endif\n"
- "\n"
- "void main(void)\n"
- "{\n"
- "#ifdef USEVIEWTINT\n"
- "     gl_FragColor = gl_Color;\n"
- "#else\n"
- "     gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
- "#endif\n"
- "#ifdef USEDIFFUSE\n"
- "     gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
- "#endif\n"
- "\n"
- "#ifdef USESPECULAR\n"
- "     vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
- "# ifdef USECOLORMAPPING\n"
- "     gl_FragColor *= tex2;\n"
- "# endif\n"
- "# ifdef USEGLOW\n"
- "     gl_FragColor += tex2;\n"
- "# endif\n"
- "# ifdef USEVERTEXTEXTUREBLEND\n"
- "     gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
- "# endif\n"
- "#endif\n"
- "}\n"
- "#endif\n"
- "#else // !MODE_GENERIC\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_BLOOMBLUR\n"
- "varying TexCoord;\n"
- "#ifdef VERTEX_SHADER\n"
- "void main(void)\n"
- "{\n"
- "     gl_FrontColor = gl_Color;\n"
- "     TexCoord = gl_MultiTexCoord0.xy;\n"
- "     gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
- "}\n"
- "#endif\n"
- "\n"
- "#ifdef FRAGMENT_SHADER\n"
- "uniform sampler2D Texture_First;\n"
- "uniform vec4 BloomBlur_Parameters;\n"
- "\n"
- "void main(void)\n"
- "{\n"
- "     int i;\n"
- "     vec2 tc = TexCoord;\n"
- "     vec3 color = texture2D(Texture_First, tc).rgb;\n"
- "     tc += BloomBlur_Parameters.xy;\n"
- "     for (i = 1;i < SAMPLES;i++)\n"
- "     {\n"
- "             color += texture2D(Texture_First, tc).rgb;\n"
- "             tc += BloomBlur_Parameters.xy;\n"
- "     }\n"
- "     gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
- "}\n"
- "#endif\n"
- "#else // !MODE_BLOOMBLUR\n"
- "#ifdef MODE_REFRACTION\n"
- "varying vec2 TexCoord;\n"
- "varying vec4 ModelViewProjectionPosition;\n"
- "uniform mat4 TexMatrix;\n"
- "#ifdef VERTEX_SHADER\n"
- "\n"
- "void main(void)\n"
- "{\n"
- "     TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
- "     gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
- "     ModelViewProjectionPosition = gl_Position;\n"
- "}\n"
- "#endif\n"
- "\n"
- "#ifdef FRAGMENT_SHADER\n"
- "uniform sampler2D Texture_Normal;\n"
- "uniform sampler2D Texture_Refraction;\n"
- "uniform sampler2D Texture_Reflection;\n"
- "\n"
- "uniform vec4 DistortScaleRefractReflect;\n"
- "uniform vec4 ScreenScaleRefractReflect;\n"
- "uniform vec4 ScreenCenterRefractReflect;\n"
- "uniform vec4 RefractColor;\n"
- "uniform vec4 ReflectColor;\n"
- "uniform float ReflectFactor;\n"
- "uniform float ReflectOffset;\n"
- "\n"
- "void main(void)\n"
- "{\n"
- "     vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
- "     //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
- "     vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
- "     vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
- "     // FIXME temporary hack to detect the case that the reflection\n"
- "     // gets blackened at edges due to leaving the area that contains actual\n"
- "     // content.\n"
- "     // Remove this 'ack once we have a better way to stop this thing from\n"
- "     // 'appening.\n"
- "     float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
- "     f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
- "     f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
- "     f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
- "     ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
- "     gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
- "}\n"
- "#endif\n"
- "#else // !MODE_REFRACTION\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_WATER\n"
- "varying vec2 TexCoord;\n"
- "varying vec3 EyeVector;\n"
- "varying vec4 ModelViewProjectionPosition;\n"
- "#ifdef VERTEX_SHADER\n"
- "uniform vec3 EyePosition;\n"
- "uniform mat4 TexMatrix;\n"
- "\n"
- "void main(void)\n"
- "{\n"
- "     TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
- "     vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
- "     EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
- "     EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
- "     EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
- "     gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
- "     ModelViewProjectionPosition = gl_Position;\n"
- "}\n"
- "#endif\n"
- "\n"
- "#ifdef FRAGMENT_SHADER\n"
- "uniform sampler2D Texture_Normal;\n"
- "uniform sampler2D Texture_Refraction;\n"
- "uniform sampler2D Texture_Reflection;\n"
- "\n"
- "uniform vec4 DistortScaleRefractReflect;\n"
- "uniform vec4 ScreenScaleRefractReflect;\n"
- "uniform vec4 ScreenCenterRefractReflect;\n"
- "uniform vec4 RefractColor;\n"
- "uniform vec4 ReflectColor;\n"
- "uniform float ReflectFactor;\n"
- "uniform float ReflectOffset;\n"
- "uniform float ClientTime;\n"
- "#ifdef USENORMALMAPSCROLLBLEND\n"
- "uniform vec2 NormalmapScrollBlend;\n"
- "#endif\n"
- "\n"
- "void main(void)\n"
- "{\n"
- "     vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
- "     //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
- "     vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
- "     //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
- "     // slight water animation via 2 layer scrolling (todo: tweak)\n"
- "     #ifdef USENORMALMAPSCROLLBLEND\n"
- "             vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
- "             normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
- "             vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
- "     #else\n"
- "             vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
- "     #endif\n"
- "     // FIXME temporary hack to detect the case that the reflection\n"
- "     // gets blackened at edges due to leaving the area that contains actual\n"
- "     // content.\n"
- "     // Remove this 'ack once we have a better way to stop this thing from\n"
- "     // 'appening.\n"
- "     float f  = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
- "     f       *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
- "     f       *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
- "     f       *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
- "     ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
- "     f  = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
- "     f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
- "     f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
- "     f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
- "     ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
- "     float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
- "     gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
- "}\n"
- "#endif\n"
- "#else // !MODE_WATER\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "// common definitions between vertex shader and fragment shader:\n"
- "\n"
- "varying vec2 TexCoord;\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "varying vec2 TexCoord2;\n"
- "#endif\n"
- "#ifdef USELIGHTMAP\n"
- "varying vec2 TexCoordLightmap;\n"
- "#endif\n"
- "\n"
- "#ifdef MODE_LIGHTSOURCE\n"
- "varying vec3 CubeVector;\n"
- "#endif\n"
- "\n"
- "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
- "varying vec3 LightVector;\n"
- "#endif\n"
- "\n"
- "#ifdef USEEYEVECTOR\n"
- "varying vec3 EyeVector;\n"
- "#endif\n"
- "#ifdef USEFOG\n"
- "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
- "#endif\n"
- "\n"
- "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
- "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
- "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
- "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
- "#endif\n"
- "\n"
- "#ifdef USEREFLECTION\n"
- "varying vec4 ModelViewProjectionPosition;\n"
- "#endif\n"
- "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
- "uniform vec3 LightPosition;\n"
- "varying vec4 ModelViewPosition;\n"
- "#endif\n"
- "\n"
- "#ifdef MODE_LIGHTSOURCE\n"
- "uniform vec3 LightPosition;\n"
- "#endif\n"
- "uniform vec3 EyePosition;\n"
- "#ifdef MODE_LIGHTDIRECTION\n"
- "uniform vec3 LightDir;\n"
- "#endif\n"
- "uniform vec4 FogPlane;\n"
- "\n"
- "#ifdef USESHADOWMAPORTHO\n"
- "varying vec3 ShadowMapTC;\n"
- "#endif\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "// 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\n"
- "\n"
- "// fragment shader specific:\n"
- "#ifdef FRAGMENT_SHADER\n"
- "\n"
- "uniform sampler2D Texture_Normal;\n"
- "uniform sampler2D Texture_Color;\n"
- "uniform sampler2D Texture_Gloss;\n"
- "#ifdef USEGLOW\n"
- "uniform sampler2D Texture_Glow;\n"
- "#endif\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "uniform sampler2D Texture_SecondaryNormal;\n"
- "uniform sampler2D Texture_SecondaryColor;\n"
- "uniform sampler2D Texture_SecondaryGloss;\n"
- "#ifdef USEGLOW\n"
- "uniform sampler2D Texture_SecondaryGlow;\n"
- "#endif\n"
- "#endif\n"
- "#ifdef USECOLORMAPPING\n"
- "uniform sampler2D Texture_Pants;\n"
- "uniform sampler2D Texture_Shirt;\n"
- "#endif\n"
- "#ifdef USEFOG\n"
- "#ifdef USEFOGHEIGHTTEXTURE\n"
- "uniform sampler2D Texture_FogHeightTexture;\n"
- "#endif\n"
- "uniform sampler2D Texture_FogMask;\n"
- "#endif\n"
- "#ifdef USELIGHTMAP\n"
- "uniform sampler2D Texture_Lightmap;\n"
- "#endif\n"
- "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
- "uniform sampler2D Texture_Deluxemap;\n"
- "#endif\n"
- "#ifdef USEREFLECTION\n"
- "uniform sampler2D Texture_Reflection;\n"
- "#endif\n"
- "\n"
- "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
- "uniform sampler2D Texture_ScreenDepth;\n"
- "uniform sampler2D Texture_ScreenNormalMap;\n"
- "#endif\n"
- "#ifdef USEDEFERREDLIGHTMAP\n"
- "uniform sampler2D Texture_ScreenDiffuse;\n"
- "uniform sampler2D Texture_ScreenSpecular;\n"
- "#endif\n"
- "\n"
- "uniform myhalf3 Color_Pants;\n"
- "uniform myhalf3 Color_Shirt;\n"
- "uniform myhalf3 FogColor;\n"
- "\n"
- "#ifdef USEFOG\n"
- "uniform float FogRangeRecip;\n"
- "uniform float FogPlaneViewDist;\n"
- "uniform float FogHeightFade;\n"
- "vec3 FogVertex(vec3 surfacecolor)\n"
- "{\n"
- "     vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
- "     float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
- "     float fogfrac;\n"
- "#ifdef USEFOGHEIGHTTEXTURE\n"
- "     vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
- "     fogfrac = fogheightpixel.a;\n"
- "     return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
- "#else\n"
- "# ifdef USEFOGOUTSIDE\n"
- "     fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
- "# else\n"
- "     fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
- "# endif\n"
- "     return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
- "#endif\n"
- "}\n"
- "#endif\n"
- "\n"
- "#ifdef USEOFFSETMAPPING\n"
- "uniform float OffsetMapping_Scale;\n"
- "vec2 OffsetMapping(vec2 TexCoord)\n"
- "{\n"
- "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
- "     // 14 sample relief mapping: linear search and then binary search\n"
- "     // this basically steps forward a small amount repeatedly until it finds\n"
- "     // itself inside solid, then jitters forward and back using decreasing\n"
- "     // amounts to find the impact\n"
- "     //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
- "     //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
- "     vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
- "     vec3 RT = vec3(TexCoord, 1);\n"
- "     OffsetVector *= 0.1;\n"
- "     RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
- "     RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
- "     RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
- "     RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
- "     RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
- "     RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
- "     RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
- "     RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
- "     RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
- "     RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
- "     RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
- "     RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
- "     RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
- "     RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
- "     return RT.xy;\n"
- "#else\n"
- "     // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
- "     // this basically moves forward the full distance, and then backs up based\n"
- "     // on height of samples\n"
- "     //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
- "     //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
- "     vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
- "     TexCoord += OffsetVector;\n"
- "     OffsetVector *= 0.5;\n"
- "     TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
- "     TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
- "     return TexCoord;\n"
- "#endif\n"
- "}\n"
- "#endif // USEOFFSETMAPPING\n"
- "\n"
- "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
- "uniform sampler2D Texture_Attenuation;\n"
- "uniform samplerCube Texture_Cube;\n"
- "#endif\n"
- "\n"
- "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
- "\n"
- "#ifdef USESHADOWMAP2D\n"
- "# ifdef USESHADOWSAMPLER\n"
- "uniform sampler2DShadow Texture_ShadowMap2D;\n"
- "# else\n"
- "uniform sampler2D Texture_ShadowMap2D;\n"
- "# endif\n"
- "#endif\n"
- "\n"
- "#ifdef USESHADOWMAPVSDCT\n"
- "uniform samplerCube Texture_CubeProjection;\n"
- "#endif\n"
- "\n"
- "#if defined(USESHADOWMAP2D)\n"
- "uniform vec2 ShadowMap_TextureScale;\n"
- "uniform vec4 ShadowMap_Parameters;\n"
- "#endif\n"
- "\n"
- "#if defined(USESHADOWMAP2D)\n"
- "# ifdef USESHADOWMAPORTHO\n"
- "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
- "# else\n"
- "#  ifdef USESHADOWMAPVSDCT\n"
- "vec3 GetShadowMapTC2D(vec3 dir)\n"
- "{\n"
- "     vec3 adir = abs(dir);\n"
- "     vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
- "     vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
- "     return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
- "}\n"
- "#  else\n"
- "vec3 GetShadowMapTC2D(vec3 dir)\n"
- "{\n"
- "     vec3 adir = abs(dir);\n"
- "     float ma = adir.z;\n"
- "     vec4 proj = vec4(dir, 2.5);\n"
- "     if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
- "     if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
- "     vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
- "     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);\n"
- "}\n"
- "#  endif\n"
- "# endif\n"
- "#endif // defined(USESHADOWMAP2D)\n"
- "\n"
- "# ifdef USESHADOWMAP2D\n"
- "float ShadowMapCompare(vec3 dir)\n"
- "{\n"
- "     vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
- "     float f;\n"
- "\n"
- "#  ifdef USESHADOWSAMPLER\n"
- "#    ifdef USESHADOWMAPPCF\n"
- "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
- "     vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
- "     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)));\n"
- "#    else\n"
- "     f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
- "#    endif\n"
- "#  else\n"
- "#    ifdef USESHADOWMAPPCF\n"
- "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
- "#      ifdef GL_ARB_texture_gather\n"
- "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
- "#      else\n"
- "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
- "#      endif\n"
- "     vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
- "#      if USESHADOWMAPPCF > 1\n"
- "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
- "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
- "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
- "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
- "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
- "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
- "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
- "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
- "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
- "     vec4 locols = vec4(group1.ab, group3.ab);\n"
- "     vec4 hicols = vec4(group7.rg, group9.rg);\n"
- "     locols.yz += group2.ab;\n"
- "     hicols.yz += group8.rg;\n"
- "     vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
- "                             vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
- "                             mix(locols, hicols, offset.y);\n"
- "     vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
- "     cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
- "     f = dot(cols, vec4(1.0/25.0));\n"
- "#      else\n"
- "     vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
- "     vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
- "     vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
- "     vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
- "     vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
- "                             mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
- "     f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
- "#      endif\n"
- "#     else\n"
- "#      ifdef GL_EXT_gpu_shader4\n"
- "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
- "#      else\n"
- "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
- "#      endif\n"
- "#      if USESHADOWMAPPCF > 1\n"
- "     vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
- "     center *= ShadowMap_TextureScale;\n"
- "     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)));\n"
- "     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)));\n"
- "     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)));\n"
- "     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)));\n"
- "     vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
- "     f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
- "#      else\n"
- "     vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
- "     vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
- "     vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
- "     vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
- "     vec3 cols = row2 + mix(row1, row3, offset.y);\n"
- "     f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
- "#      endif\n"
- "#     endif\n"
- "#    else\n"
- "     f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
- "#    endif\n"
- "#  endif\n"
- "#  ifdef USESHADOWMAPORTHO\n"
- "     return mix(ShadowMap_Parameters.w, 1.0, f);\n"
- "#  else\n"
- "     return f;\n"
- "#  endif\n"
- "}\n"
- "# endif\n"
- "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
- "#endif // FRAGMENT_SHADER\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_DEFERREDGEOMETRY\n"
- "#ifdef VERTEX_SHADER\n"
- "uniform mat4 TexMatrix;\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "uniform mat4 BackgroundTexMatrix;\n"
- "#endif\n"
- "uniform mat4 ModelViewMatrix;\n"
- "void main(void)\n"
- "{\n"
- "     TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "     gl_FrontColor = gl_Color;\n"
- "     TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
- "#endif\n"
- "\n"
- "     // transform unnormalized eye direction into tangent space\n"
- "#ifdef USEOFFSETMAPPING\n"
- "     vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
- "     EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
- "     EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
- "     EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
- "#endif\n"
- "\n"
- "     VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
- "     VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
- "     VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
- "     gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
- "}\n"
- "#endif // VERTEX_SHADER\n"
- "\n"
- "#ifdef FRAGMENT_SHADER\n"
- "void main(void)\n"
- "{\n"
- "#ifdef USEOFFSETMAPPING\n"
- "     // apply offsetmapping\n"
- "     vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
- "#define TexCoord TexCoordOffset\n"
- "#endif\n"
- "\n"
- "#ifdef USEALPHAKILL\n"
- "     if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
- "             discard;\n"
- "#endif\n"
- "\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "     float alpha = texture2D(Texture_Color, TexCoord).a;\n"
- "     float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
- "     //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
- "     //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
- "#endif\n"
- "\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "     vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
- "     float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
- "#else\n"
- "     vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
- "     float a = texture2D(Texture_Gloss, TexCoord).a;\n"
- "#endif\n"
- "\n"
- "     gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
- "}\n"
- "#endif // FRAGMENT_SHADER\n"
- "#else // !MODE_DEFERREDGEOMETRY\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
- "#ifdef VERTEX_SHADER\n"
- "uniform mat4 ModelViewMatrix;\n"
- "void main(void)\n"
- "{\n"
- "     ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
- "     gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
- "}\n"
- "#endif // VERTEX_SHADER\n"
- "\n"
- "#ifdef FRAGMENT_SHADER\n"
- "uniform mat4 ViewToLight;\n"
- "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
- "uniform vec2 ScreenToDepth;\n"
- "uniform myhalf3 DeferredColor_Ambient;\n"
- "uniform myhalf3 DeferredColor_Diffuse;\n"
- "#ifdef USESPECULAR\n"
- "uniform myhalf3 DeferredColor_Specular;\n"
- "uniform myhalf SpecularPower;\n"
- "#endif\n"
- "uniform myhalf2 PixelToScreenTexCoord;\n"
- "void main(void)\n"
- "{\n"
- "     // calculate viewspace pixel position\n"
- "     vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
- "     vec3 position;\n"
- "     position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
- "     position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
- "     // decode viewspace pixel normal\n"
- "     myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
- "     myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
- "     // surfacenormal = pixel normal in viewspace\n"
- "     // LightVector = pixel to light in viewspace\n"
- "     // CubeVector = position in lightspace\n"
- "     // eyevector = pixel to view in viewspace\n"
- "     vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
- "     myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
- "#ifdef USEDIFFUSE\n"
- "     // calculate diffuse shading\n"
- "     myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
- "     myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
- "#endif\n"
- "#ifdef USESPECULAR\n"
- "     // calculate directional shading\n"
- "     vec3 eyevector = position * -1.0;\n"
- "#  ifdef USEEXACTSPECULARMATH\n"
- "     myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
- "#  else\n"
- "     myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
- "     myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
- "#  endif\n"
- "#endif\n"
- "\n"
- "#if defined(USESHADOWMAP2D)\n"
- "     fade *= ShadowMapCompare(CubeVector);\n"
- "#endif\n"
- "\n"
- "#ifdef USEDIFFUSE\n"
- "     gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
- "#else\n"
- "     gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
- "#endif\n"
- "#ifdef USESPECULAR\n"
- "     gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
- "#else\n"
- "     gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
- "#endif\n"
- "\n"
- "# ifdef USECUBEFILTER\n"
- "     vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
- "     gl_FragData[0].rgb *= cubecolor;\n"
- "     gl_FragData[1].rgb *= cubecolor;\n"
- "# endif\n"
- "}\n"
- "#endif // FRAGMENT_SHADER\n"
- "#else // !MODE_DEFERREDLIGHTSOURCE\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef VERTEX_SHADER\n"
- "uniform mat4 TexMatrix;\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "uniform mat4 BackgroundTexMatrix;\n"
- "#endif\n"
- "#ifdef MODE_LIGHTSOURCE\n"
- "uniform mat4 ModelToLight;\n"
- "#endif\n"
- "#ifdef USESHADOWMAPORTHO\n"
- "uniform mat4 ShadowMapMatrix;\n"
- "#endif\n"
- "void main(void)\n"
- "{\n"
- "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
- "     gl_FrontColor = gl_Color;\n"
- "#endif\n"
- "     // copy the surface texcoord\n"
- "     TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "     TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
- "#endif\n"
- "#ifdef USELIGHTMAP\n"
- "     TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
- "#endif\n"
- "\n"
- "#ifdef MODE_LIGHTSOURCE\n"
- "     // transform vertex position into light attenuation/cubemap space\n"
- "     // (-1 to +1 across the light box)\n"
- "     CubeVector = vec3(ModelToLight * gl_Vertex);\n"
- "\n"
- "# ifdef USEDIFFUSE\n"
- "     // transform unnormalized light direction into tangent space\n"
- "     // (we use unnormalized to ensure that it interpolates correctly and then\n"
- "     //  normalize it per pixel)\n"
- "     vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
- "     LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
- "     LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
- "     LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
- "# endif\n"
- "#endif\n"
- "\n"
- "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
- "     LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
- "     LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
- "     LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
- "#endif\n"
- "\n"
- "     // transform unnormalized eye direction into tangent space\n"
- "#ifdef USEEYEVECTOR\n"
- "     vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
- "     EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
- "     EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
- "     EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
- "#endif\n"
- "\n"
- "#ifdef USEFOG\n"
- "     EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
- "     EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
- "#endif\n"
- "\n"
- "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
- "     VectorS = gl_MultiTexCoord1.xyz;\n"
- "     VectorT = gl_MultiTexCoord2.xyz;\n"
- "     VectorR = gl_MultiTexCoord3.xyz;\n"
- "#endif\n"
- "\n"
- "     // transform vertex to camera space, using ftransform to match non-VS rendering\n"
- "     gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
- "\n"
- "#ifdef USESHADOWMAPORTHO\n"
- "     ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
- "#endif\n"
- "\n"
- "#ifdef USEREFLECTION\n"
- "     ModelViewProjectionPosition = gl_Position;\n"
- "#endif\n"
- "}\n"
- "#endif // VERTEX_SHADER\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef FRAGMENT_SHADER\n"
- "#ifdef USEDEFERREDLIGHTMAP\n"
- "uniform myhalf2 PixelToScreenTexCoord;\n"
- "uniform myhalf3 DeferredMod_Diffuse;\n"
- "uniform myhalf3 DeferredMod_Specular;\n"
- "#endif\n"
- "uniform myhalf3 Color_Ambient;\n"
- "uniform myhalf3 Color_Diffuse;\n"
- "uniform myhalf3 Color_Specular;\n"
- "uniform myhalf SpecularPower;\n"
- "#ifdef USEGLOW\n"
- "uniform myhalf3 Color_Glow;\n"
- "#endif\n"
- "uniform myhalf Alpha;\n"
- "#ifdef USEREFLECTION\n"
- "uniform vec4 DistortScaleRefractReflect;\n"
- "uniform vec4 ScreenScaleRefractReflect;\n"
- "uniform vec4 ScreenCenterRefractReflect;\n"
- "uniform myhalf4 ReflectColor;\n"
- "#endif\n"
- "#ifdef USEREFLECTCUBE\n"
- "uniform mat4 ModelToReflectCube;\n"
- "uniform sampler2D Texture_ReflectMask;\n"
- "uniform samplerCube Texture_ReflectCube;\n"
- "#endif\n"
- "#ifdef MODE_LIGHTDIRECTION\n"
- "uniform myhalf3 LightColor;\n"
- "#endif\n"
- "#ifdef MODE_LIGHTSOURCE\n"
- "uniform myhalf3 LightColor;\n"
- "#endif\n"
- "void main(void)\n"
- "{\n"
- "#ifdef USEOFFSETMAPPING\n"
- "     // apply offsetmapping\n"
- "     vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
- "#define TexCoord TexCoordOffset\n"
- "#endif\n"
- "\n"
- "     // combine the diffuse textures (base, pants, shirt)\n"
- "     myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
- "#ifdef USEALPHAKILL\n"
- "     if (color.a < 0.5)\n"
- "             discard;\n"
- "#endif\n"
- "     color.a *= Alpha;\n"
- "#ifdef USECOLORMAPPING\n"
- "     color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
- "#endif\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "     myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
- "     //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
- "     //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
- "     color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
- "     color.a = 1.0;\n"
- "     //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
- "#endif\n"
- "\n"
- "     // get the surface normal\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "     myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
- "#else\n"
- "     myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
- "#endif\n"
- "\n"
- "     // get the material colors\n"
- "     myhalf3 diffusetex = color.rgb;\n"
- "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
- "# ifdef USEVERTEXTEXTUREBLEND\n"
- "     myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
- "# else\n"
- "     myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
- "# endif\n"
- "#endif\n"
- "\n"
- "#ifdef USEREFLECTCUBE\n"
- "     vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
- "     vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
- "     vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
- "     diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
- "#endif\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_LIGHTSOURCE\n"
- "     // light source\n"
- "#ifdef USEDIFFUSE\n"
- "     myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
- "     myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
- "     color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
- "#ifdef USESPECULAR\n"
- "#ifdef USEEXACTSPECULARMATH\n"
- "     myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
- "#else\n"
- "     myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
- "     myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
- "#endif\n"
- "     color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
- "#endif\n"
- "#else\n"
- "     color.rgb = diffusetex * Color_Ambient;\n"
- "#endif\n"
- "     color.rgb *= LightColor;\n"
- "     color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
- "#if defined(USESHADOWMAP2D)\n"
- "     color.rgb *= ShadowMapCompare(CubeVector);\n"
- "#endif\n"
- "# ifdef USECUBEFILTER\n"
- "     color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
- "# endif\n"
- "#endif // MODE_LIGHTSOURCE\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_LIGHTDIRECTION\n"
- "#define SHADING\n"
- "#ifdef USEDIFFUSE\n"
- "     myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
- "#endif\n"
- "#define lightcolor LightColor\n"
- "#endif // MODE_LIGHTDIRECTION\n"
- "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
- "#define SHADING\n"
- "     // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
- "     myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
- "     myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
- "     // convert modelspace light vector to tangentspace\n"
- "     myhalf3 lightnormal;\n"
- "     lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
- "     lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
- "     lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
- "     lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
- "     // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
- "     // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
- "     // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
- "     // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
- "     // to map the luxels to coordinates on the draw surfaces), which also causes\n"
- "     // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
- "     // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
- "     // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
- "     // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
- "     lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
- "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
- "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
- "#define SHADING\n"
- "     // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
- "     myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
- "     myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
- "#endif\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_FAKELIGHT\n"
- "#define SHADING\n"
- "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
- "myhalf3 lightcolor = myhalf3(1.0);\n"
- "#endif // MODE_FAKELIGHT\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_LIGHTMAP\n"
- "     color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
- "#endif // MODE_LIGHTMAP\n"
- "#ifdef MODE_VERTEXCOLOR\n"
- "     color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
- "#endif // MODE_VERTEXCOLOR\n"
- "#ifdef MODE_FLATCOLOR\n"
- "     color.rgb = diffusetex * Color_Ambient;\n"
- "#endif // MODE_FLATCOLOR\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef SHADING\n"
- "# ifdef USEDIFFUSE\n"
- "     myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
- "#  ifdef USESPECULAR\n"
- "#   ifdef USEEXACTSPECULARMATH\n"
- "     myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
- "#   else\n"
- "     myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
- "     myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
- "#   endif\n"
- "     color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
- "#  else\n"
- "     color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
- "#  endif\n"
- "# else\n"
- "     color.rgb = diffusetex * Color_Ambient;\n"
- "# endif\n"
- "#endif\n"
- "\n"
- "#ifdef USESHADOWMAPORTHO\n"
- "     color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
- "#endif\n"
- "\n"
- "#ifdef USEDEFERREDLIGHTMAP\n"
- "     vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
- "     color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
- "     color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
- "#endif\n"
- "\n"
- "#ifdef USEGLOW\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "     color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
- "#else\n"
- "     color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
- "#endif\n"
- "#endif\n"
- "\n"
- "#ifdef USEFOG\n"
- "     color.rgb = FogVertex(color.rgb);\n"
- "#endif\n"
- "\n"
- "     // 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\n"
- "#ifdef USEREFLECTION\n"
- "     vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
- "     //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
- "     vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
- "     vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
- "     // FIXME temporary hack to detect the case that the reflection\n"
- "     // gets blackened at edges due to leaving the area that contains actual\n"
- "     // content.\n"
- "     // Remove this 'ack once we have a better way to stop this thing from\n"
- "     // 'appening.\n"
- "     float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
- "     f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
- "     f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
- "     f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
- "     ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
- "     color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
- "#endif\n"
- "\n"
- "     gl_FragColor = vec4(color);\n"
- "}\n"
- "#endif // FRAGMENT_SHADER\n"
- "\n"
- "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
- "#endif // !MODE_DEFERREDGEOMETRY\n"
- "#endif // !MODE_WATER\n"
- "#endif // !MODE_REFRACTION\n"
- "#endif // !MODE_BLOOMBLUR\n"
- "#endif // !MODE_GENERIC\n"
- "#endif // !MODE_POSTPROCESS\n"
- "#endif // !MODE_SHOWDEPTH\n"
- "#endif // !MODE_DEPTH_OR_SHADOW\n"
 -#include "shader_glsl.h"
--;
- /*
- =========================================================================================================================================================
- =========================================================================================================================================================
- =========================================================================================================================================================
- =========================================================================================================================================================
- =========================================================================================================================================================
- =========================================================================================================================================================
- =========================================================================================================================================================
- */
--
- const char *builtincgshaderstring =
- "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
- "// written by Forest 'LordHavoc' Hale\n"
- "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
- "\n"
- "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
- "#if defined(USEREFLECTION)\n"
- "#undef USESHADOWMAPORTHO\n"
- "#endif\n"
- "\n"
- "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
- "# define USEFOG\n"
- "#endif\n"
- "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
- "#define USELIGHTMAP\n"
- "#endif\n"
- "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
- "#define USEEYEVECTOR\n"
- "#endif\n"
- "\n"
- "#ifdef FRAGMENT_SHADER\n"
- "#ifdef HLSL\n"
- "//#undef USESHADOWMAPPCF\n"
- "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
- "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
- "#else\n"
- "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
- "#endif\n"
- "#endif\n"
- "\n"
- "#ifdef MODE_DEPTH_OR_SHADOW\n"
- "#ifdef VERTEX_SHADER\n"
- "void main\n"
- "(\n"
- "float4 gl_Vertex : POSITION,\n"
- "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
- "out float4 gl_Position : POSITION,\n"
- "out float Depth : TEXCOORD0\n"
- ")\n"
- "{\n"
- "     gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
- "     Depth = gl_Position.z;\n"
- "}\n"
- "#endif\n"
- "\n"
- "#ifdef FRAGMENT_SHADER\n"
- "void main\n"
- "(\n"
- "float Depth : TEXCOORD0,\n"
- "out float4 gl_FragColor : COLOR\n"
- ")\n"
- "{\n"
- "//   float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n"
- "     float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
- "     temp.yz -= floor(temp.yz);\n"
- "     gl_FragColor = temp;\n"
- "//   gl_FragColor = float4(Depth,0,0,0);\n"
- "}\n"
- "#endif\n"
- "#else // !MODE_DEPTH_ORSHADOW\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_SHOWDEPTH\n"
- "#ifdef VERTEX_SHADER\n"
- "void main\n"
- "(\n"
- "float4 gl_Vertex : POSITION,\n"
- "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
- "out float4 gl_Position : POSITION,\n"
- "out float4 gl_FrontColor : COLOR0\n"
- ")\n"
- "{\n"
- "     gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
- "     gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
- "}\n"
- "#endif\n"
- "\n"
- "#ifdef FRAGMENT_SHADER\n"
- "void main\n"
- "(\n"
- "float4 gl_FrontColor : COLOR0,\n"
- "out float4 gl_FragColor : COLOR\n"
- ")\n"
- "{\n"
- "     gl_FragColor = gl_FrontColor;\n"
- "}\n"
- "#endif\n"
- "#else // !MODE_SHOWDEPTH\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_POSTPROCESS\n"
- "\n"
- "#ifdef VERTEX_SHADER\n"
- "void main\n"
- "(\n"
- "float4 gl_Vertex : POSITION,\n"
- "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
- "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
- "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
- "out float4 gl_Position : POSITION,\n"
- "out float2 TexCoord1 : TEXCOORD0,\n"
- "out float2 TexCoord2 : TEXCOORD1\n"
- ")\n"
- "{\n"
- "     gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
- "     TexCoord1 = gl_MultiTexCoord0.xy;\n"
- "#ifdef USEBLOOM\n"
- "     TexCoord2 = gl_MultiTexCoord4.xy;\n"
- "#endif\n"
- "}\n"
- "#endif\n"
- "\n"
- "#ifdef FRAGMENT_SHADER\n"
- "void main\n"
- "(\n"
- "float2 TexCoord1 : TEXCOORD0,\n"
- "float2 TexCoord2 : TEXCOORD1,\n"
- "uniform sampler Texture_First : register(s0),\n"
- "#ifdef USEBLOOM\n"
- "uniform sampler Texture_Second : register(s1),\n"
- "#endif\n"
- "#ifdef USEGAMMARAMPS\n"
- "uniform sampler Texture_GammaRamps : register(s2),\n"
- "#endif\n"
- "#ifdef USESATURATION\n"
- "uniform float Saturation : register(c30),\n"
- "#endif\n"
- "#ifdef USEVIEWTINT\n"
- "uniform float4 ViewTintColor : register(c41),\n"
- "#endif\n"
- "uniform float4 UserVec1 : register(c37),\n"
- "uniform float4 UserVec2 : register(c38),\n"
- "uniform float4 UserVec3 : register(c39),\n"
- "uniform float4 UserVec4 : register(c40),\n"
- "uniform float ClientTime : register(c2),\n"
- "uniform float2 PixelSize : register(c25),\n"
- "uniform float4 BloomColorSubtract : register(c43),\n"
- "out float4 gl_FragColor : COLOR\n"
- ")\n"
- "{\n"
- "     gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
- "#ifdef USEBLOOM\n"
- "     gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
- "#endif\n"
- "#ifdef USEVIEWTINT\n"
- "     gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
- "#endif\n"
- "\n"
- "#ifdef USEPOSTPROCESSING\n"
- "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
- "// 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\n"
- "     float sobel = 1.0;\n"
- "     // float2 ts = textureSize(Texture_First, 0);\n"
- "     // float2 px = float2(1/ts.x, 1/ts.y);\n"
- "     float2 px = PixelSize;\n"
- "     float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
- "     float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x,  0.0)).rgb;\n"
- "     float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
- "     float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
- "     float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x,  0.0)).rgb;\n"
- "     float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
- "     float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
- "     float3 y2 = tex2D(Texture_First, TexCoord1 + float2(  0.0,-px.y)).rgb;\n"
- "     float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
- "     float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
- "     float3 y5 = tex2D(Texture_First, TexCoord1 + float2(  0.0, px.y)).rgb;\n"
- "     float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
- "     float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
- "     float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
- "     float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
- "     float px4 =  1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
- "     float px5 =  2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
- "     float px6 =  1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
- "     float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
- "     float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
- "     float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
- "     float py4 =  1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
- "     float py5 =  2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
- "     float py6 =  1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
- "     sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
- "     gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
- "     gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
- "     gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
- "     gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
- "     gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
- "     gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
- "     gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
- "#endif\n"
- "\n"
- "#ifdef USESATURATION\n"
- "     //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
- "     float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
- "     // 'vampire sight' effect, wheres red is compensated\n"
- "     #ifdef SATURATION_REDCOMPENSATE\n"
- "             float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
- "             gl_FragColor.rgb = mix(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
- "             gl_FragColor.r += r;\n"
- "     #else\n"
- "             // normal desaturation\n"
- "             //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
- "             gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
- "     #endif\n"
- "#endif\n"
- "\n"
- "#ifdef USEGAMMARAMPS\n"
- "     gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
- "     gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
- "     gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
- "#endif\n"
- "}\n"
- "#endif\n"
- "#else // !MODE_POSTPROCESS\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_GENERIC\n"
- "#ifdef VERTEX_SHADER\n"
- "void main\n"
- "(\n"
- "float4 gl_Vertex : POSITION,\n"
- "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
- "float4 gl_Color : COLOR0,\n"
- "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
- "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
- "out float4 gl_Position : POSITION,\n"
- "#ifdef USEDIFFUSE\n"
- "out float2 TexCoord1 : TEXCOORD0,\n"
- "#endif\n"
- "#ifdef USESPECULAR\n"
- "out float2 TexCoord2 : TEXCOORD1,\n"
- "#endif\n"
- "out float4 gl_FrontColor : COLOR\n"
- ")\n"
- "{\n"
- "#ifdef HLSL\n"
- "     gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
- "#else\n"
- "     gl_FrontColor = gl_Color; // Cg is forward\n"
- "#endif\n"
- "#ifdef USEDIFFUSE\n"
- "     TexCoord1 = gl_MultiTexCoord0.xy;\n"
- "#endif\n"
- "#ifdef USESPECULAR\n"
- "     TexCoord2 = gl_MultiTexCoord1.xy;\n"
- "#endif\n"
- "     gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
- "}\n"
- "#endif\n"
- "\n"
- "#ifdef FRAGMENT_SHADER\n"
- "\n"
- "void main\n"
- "(\n"
- "float4 gl_FrontColor : COLOR0,\n"
- "float2 TexCoord1 : TEXCOORD0,\n"
- "float2 TexCoord2 : TEXCOORD1,\n"
- "#ifdef USEDIFFUSE\n"
- "uniform sampler Texture_First : register(s0),\n"
- "#endif\n"
- "#ifdef USESPECULAR\n"
- "uniform sampler Texture_Second : register(s1),\n"
- "#endif\n"
- "out float4 gl_FragColor : COLOR\n"
- ")\n"
- "{\n"
- "#ifdef USEVIEWTINT\n"
- "     gl_FragColor = gl_FrontColor;\n"
- "#else\n"
- "     gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
- "#endif\n"
- "#ifdef USEDIFFUSE\n"
- "     gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
- "#endif\n"
- "\n"
- "#ifdef USESPECULAR\n"
- "     float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
- "# ifdef USECOLORMAPPING\n"
- "     gl_FragColor *= tex2;\n"
- "# endif\n"
- "# ifdef USEGLOW\n"
- "     gl_FragColor += tex2;\n"
- "# endif\n"
- "# ifdef USEVERTEXTEXTUREBLEND\n"
- "     gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
- "# endif\n"
- "#endif\n"
- "}\n"
- "#endif\n"
- "#else // !MODE_GENERIC\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_BLOOMBLUR\n"
- "#ifdef VERTEX_SHADER\n"
- "void main\n"
- "(\n"
- "float4 gl_Vertex : POSITION,\n"
- "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
- "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
- "out float4 gl_Position : POSITION,\n"
- "out float2 TexCoord : TEXCOORD0\n"
- ")\n"
- "{\n"
- "     TexCoord = gl_MultiTexCoord0.xy;\n"
- "     gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
- "}\n"
- "#endif\n"
- "\n"
- "#ifdef FRAGMENT_SHADER\n"
- "\n"
- "void main\n"
- "(\n"
- "float2 TexCoord : TEXCOORD0,\n"
- "uniform sampler Texture_First : register(s0),\n"
- "uniform float4 BloomBlur_Parameters : register(c1),\n"
- "out float4 gl_FragColor : COLOR\n"
- ")\n"
- "{\n"
- "     int i;\n"
- "     float2 tc = TexCoord;\n"
- "     float3 color = tex2D(Texture_First, tc).rgb;\n"
- "     tc += BloomBlur_Parameters.xy;\n"
- "     for (i = 1;i < SAMPLES;i++)\n"
- "     {\n"
- "             color += tex2D(Texture_First, tc).rgb;\n"
- "             tc += BloomBlur_Parameters.xy;\n"
- "     }\n"
- "     gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
- "}\n"
- "#endif\n"
- "#else // !MODE_BLOOMBLUR\n"
- "#ifdef MODE_REFRACTION\n"
- "#ifdef VERTEX_SHADER\n"
- "void main\n"
- "(\n"
- "float4 gl_Vertex : POSITION,\n"
- "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
- "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
- "uniform float4x4 TexMatrix : register(c0),\n"
- "uniform float3 EyePosition : register(c24),\n"
- "out float4 gl_Position : POSITION,\n"
- "out float2 TexCoord : TEXCOORD0,\n"
- "out float3 EyeVector : TEXCOORD1,\n"
- "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
- ")\n"
- "{\n"
- "     TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
- "     gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
- "     ModelViewProjectionPosition = gl_Position;\n"
- "}\n"
- "#endif\n"
- "\n"
- "#ifdef FRAGMENT_SHADER\n"
- "void main\n"
- "(\n"
- "float2 TexCoord : TEXCOORD0,\n"
- "float3 EyeVector : TEXCOORD1,\n"
- "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
- "uniform sampler Texture_Normal : register(s0),\n"
- "uniform sampler Texture_Refraction : register(s3),\n"
- "uniform sampler Texture_Reflection : register(s7),\n"
- "uniform float4 DistortScaleRefractReflect : register(c14),\n"
- "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
- "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
- "uniform float4 RefractColor : register(c29),\n"
- "out float4 gl_FragColor : COLOR\n"
- ")\n"
- "{\n"
- "     float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
- "     //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
- "     float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
- "     float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy;\n"
- "     // FIXME temporary hack to detect the case that the reflection\n"
- "     // gets blackened at edges due to leaving the area that contains actual\n"
- "     // content.\n"
- "     // Remove this 'ack once we have a better way to stop this thing from\n"
- "     // 'appening.\n"
- "     float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
- "     f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
- "     f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
- "     f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
- "     ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
- "     gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
- "}\n"
- "#endif\n"
- "#else // !MODE_REFRACTION\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_WATER\n"
- "#ifdef VERTEX_SHADER\n"
- "\n"
- "void main\n"
- "(\n"
- "float4 gl_Vertex : POSITION,\n"
- "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
- "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
- "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
- "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
- "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
- "uniform float4x4 TexMatrix : register(c0),\n"
- "uniform float3 EyePosition : register(c24),\n"
- "out float4 gl_Position : POSITION,\n"
- "out float2 TexCoord : TEXCOORD0,\n"
- "out float3 EyeVector : TEXCOORD1,\n"
- "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
- ")\n"
- "{\n"
- "     TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
- "     float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
- "     EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
- "     EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
- "     EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
- "     gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
- "     ModelViewProjectionPosition = gl_Position;\n"
- "}\n"
- "#endif\n"
- "\n"
- "#ifdef FRAGMENT_SHADER\n"
- "void main\n"
- "(\n"
- "float2 TexCoord : TEXCOORD0,\n"
- "float3 EyeVector : TEXCOORD1,\n"
- "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
- "uniform sampler Texture_Normal : register(s0),\n"
- "uniform sampler Texture_Refraction : register(s3),\n"
- "uniform sampler Texture_Reflection : register(s7),\n"
- "uniform float4 DistortScaleRefractReflect : register(c14),\n"
- "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
- "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
- "uniform float4 RefractColor : register(c29),\n"
- "uniform float4 ReflectColor : register(c26),\n"
- "uniform float ReflectFactor : register(c27),\n"
- "uniform float ReflectOffset : register(c28),\n"
- "out float4 gl_FragColor : COLOR\n"
- ")\n"
- "{\n"
- "     float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
- "     //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
- "     float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
- "     //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
- "     float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
- "     // FIXME temporary hack to detect the case that the reflection\n"
- "     // gets blackened at edges due to leaving the area that contains actual\n"
- "     // content.\n"
- "     // Remove this 'ack once we have a better way to stop this thing from\n"
- "     // 'appening.\n"
- "     float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
- "     f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
- "     f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
- "     f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
- "     ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
- "     f  = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
- "     f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
- "     f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
- "     f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
- "     ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
- "     float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
- "     gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
- "}\n"
- "#endif\n"
- "#else // !MODE_WATER\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "// 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\n"
- "\n"
- "// fragment shader specific:\n"
- "#ifdef FRAGMENT_SHADER\n"
- "\n"
- "#ifdef USEFOG\n"
- "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
- "{\n"
- "     float fogfrac;\n"
- "#ifdef USEFOGHEIGHTTEXTURE\n"
- "     float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
- "     fogfrac = fogheightpixel.a;\n"
- "     return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
- "#else\n"
- "# ifdef USEFOGOUTSIDE\n"
- "     fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
- "# else\n"
- "     fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
- "# endif\n"
- "     return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
- "#endif\n"
- "}\n"
- "#endif\n"
- "\n"
- "#ifdef USEOFFSETMAPPING\n"
- "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
- "{\n"
- "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
- "     // 14 sample relief mapping: linear search and then binary search\n"
- "     // this basically steps forward a small amount repeatedly until it finds\n"
- "     // itself inside solid, then jitters forward and back using decreasing\n"
- "     // amounts to find the impact\n"
- "     //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
- "     //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
- "     float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
- "     float3 RT = float3(TexCoord, 1);\n"
- "     OffsetVector *= 0.1;\n"
- "     RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
- "     RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
- "     RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
- "     RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
- "     RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
- "     RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
- "     RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
- "     RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
- "     RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
- "     RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
- "     RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
- "     RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
- "     RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
- "     RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
- "     return RT.xy;\n"
- "#else\n"
- "     // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
- "     // this basically moves forward the full distance, and then backs up based\n"
- "     // on height of samples\n"
- "     //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
- "     //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
- "     float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
- "     TexCoord += OffsetVector;\n"
- "     OffsetVector *= 0.333;\n"
- "     TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
- "     TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
- "     TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
- "     return TexCoord;\n"
- "#endif\n"
- "}\n"
- "#endif // USEOFFSETMAPPING\n"
- "\n"
- "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
- "#if defined(USESHADOWMAP2D)\n"
- "# ifdef USESHADOWMAPORTHO\n"
- "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
- "# else\n"
- "#  ifdef USESHADOWMAPVSDCT\n"
- "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
- "{\n"
- "     float3 adir = abs(dir);\n"
- "     float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
- "     float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
- "     return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
- "}\n"
- "#  else\n"
- "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
- "{\n"
- "     float3 adir = abs(dir);\n"
- "     float ma = adir.z;\n"
- "     float4 proj = float4(dir, 2.5);\n"
- "     if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
- "     if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
- "#ifdef HLSL\n"
- "     return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
- "#else\n"
- "     float2 aparams = ShadowMap_Parameters.xy / ma;\n"
- "     return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
- "#endif\n"
- "}\n"
- "#  endif\n"
- "# endif\n"
- "#endif // defined(USESHADOWMAP2D)\n"
- "\n"
- "# ifdef USESHADOWMAP2D\n"
- "#ifdef USESHADOWMAPVSDCT\n"
- "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
- "#else\n"
- "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
- "#endif\n"
- "{\n"
- "#ifdef USESHADOWMAPVSDCT\n"
- "     float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
- "#else\n"
- "     float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
- "#endif\n"
- "     float f;\n"
- "\n"
- "#  ifdef USESHADOWSAMPLER\n"
- "#    ifdef USESHADOWMAPPCF\n"
- "#      define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r  \n"
- "     float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
- "     f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
- "#    else\n"
- "     f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
- "#    endif\n"
- "#  else\n"
- "#    ifdef USESHADOWMAPPCF\n"
- "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
- "#      ifdef GL_ARB_texture_gather\n"
- "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
- "#      else\n"
- "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
- "#      endif\n"
- "     float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
- "#      if USESHADOWMAPPCF > 1\n"
- "     float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
- "     float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
- "     float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
- "     float4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
- "     float4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
- "     float4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
- "     float4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
- "     float4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
- "     float4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
- "     float4 locols = float4(group1.ab, group3.ab);\n"
- "     float4 hicols = float4(group7.rg, group9.rg);\n"
- "     locols.yz += group2.ab;\n"
- "     hicols.yz += group8.rg;\n"
- "     float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
- "                             float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
- "                             lerp(locols, hicols, offset.y);\n"
- "     float4 cols = group5 + float4(group2.rg, group8.ab);\n"
- "     cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
- "     f = dot(cols, float4(1.0/25.0));\n"
- "#      else\n"
- "     float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
- "     float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
- "     float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
- "     float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
- "     float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
- "                             lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
- "     f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
- "#      endif\n"
- "#     else\n"
- "#      ifdef GL_EXT_gpu_shader4\n"
- "#        define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
- "#      else\n"
- "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r  \n"
- "#      endif\n"
- "#      if USESHADOWMAPPCF > 1\n"
- "     float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
- "     center *= ShadowMap_TextureScale;\n"
- "     float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
- "     float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
- "     float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
- "     float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
- "     float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
- "     f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
- "#      else\n"
- "     float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
- "     float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
- "     float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
- "     float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
- "     float3 cols = row2 + lerp(row1, row3, offset.y);\n"
- "     f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
- "#      endif\n"
- "#     endif\n"
- "#    else\n"
- "     f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
- "#    endif\n"
- "#  endif\n"
- "#  ifdef USESHADOWMAPORTHO\n"
- "     return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
- "#  else\n"
- "     return f;\n"
- "#  endif\n"
- "}\n"
- "# endif\n"
- "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
- "#endif // FRAGMENT_SHADER\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_DEFERREDGEOMETRY\n"
- "#ifdef VERTEX_SHADER\n"
- "void main\n"
- "(\n"
- "float4 gl_Vertex : POSITION,\n"
- "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "float4 gl_Color : COLOR0,\n"
- "#endif\n"
- "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
- "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
- "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
- "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
- "uniform float4x4 TexMatrix : register(c0),\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
- "#endif\n"
- "uniform float4x4 ModelViewMatrix : register(c12),\n"
- "#ifdef USEOFFSETMAPPING\n"
- "uniform float3 EyePosition : register(c24),\n"
- "#endif\n"
- "out float4 gl_Position : POSITION,\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "out float4 gl_FrontColor : COLOR,\n"
- "#endif\n"
- "out float4 TexCoordBoth : TEXCOORD0,\n"
- "#ifdef USEOFFSETMAPPING\n"
- "out float3 EyeVector : TEXCOORD2,\n"
- "#endif\n"
- "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
- "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
- "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
- ")\n"
- "{\n"
- "     TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "#ifdef HLSL\n"
- "     gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
- "#else\n"
- "     gl_FrontColor = gl_Color; // Cg is forward\n"
- "#endif\n"
- "     TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
- "#endif\n"
- "\n"
- "     // transform unnormalized eye direction into tangent space\n"
- "#ifdef USEOFFSETMAPPING\n"
- "     float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
- "     EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
- "     EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
- "     EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
- "#endif\n"
- "\n"
- "     VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
- "     VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
- "     VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
- "     gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
- "     VectorR.w = gl_Position.z;\n"
- "}\n"
- "#endif // VERTEX_SHADER\n"
- "\n"
- "#ifdef FRAGMENT_SHADER\n"
- "void main\n"
- "(\n"
- "float4 TexCoordBoth : TEXCOORD0,\n"
- "float3 EyeVector : TEXCOORD2,\n"
- "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
- "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
- "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
- "uniform sampler Texture_Normal : register(s0),\n"
- "#ifdef USEALPHAKILL\n"
- "uniform sampler Texture_Color : register(s1),\n"
- "#endif\n"
- "uniform sampler Texture_Gloss : register(s2),\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "uniform sampler Texture_SecondaryNormal : register(s4),\n"
- "uniform sampler Texture_SecondaryGloss : register(s6),\n"
- "#endif\n"
- "#ifdef USEOFFSETMAPPING\n"
- "uniform float OffsetMapping_Scale : register(c24),\n"
- "#endif\n"
- "uniform half SpecularPower : register(c36),\n"
- "#ifdef HLSL\n"
- "out float4 gl_FragData0 : COLOR0,\n"
- "out float4 gl_FragData1 : COLOR1\n"
- "#else\n"
- "out float4 gl_FragColor : COLOR\n"
- "#endif\n"
- ")\n"
- "{\n"
- "     float2 TexCoord = TexCoordBoth.xy;\n"
- "#ifdef USEOFFSETMAPPING\n"
- "     // apply offsetmapping\n"
- "     float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
- "#define TexCoord TexCoordOffset\n"
- "#endif\n"
- "\n"
- "#ifdef USEALPHAKILL\n"
- "     if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
- "             discard;\n"
- "#endif\n"
- "\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "     float alpha = tex2D(Texture_Color, TexCoord).a;\n"
- "     float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
- "     //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
- "     //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
- "#endif\n"
- "\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "     float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
- "     float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
- "#else\n"
- "     float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
- "     float a = tex2D(Texture_Gloss, TexCoord).a;\n"
- "#endif\n"
- "\n"
- "#ifdef HLSL\n"
- "     gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
- "     float Depth = VectorR.w / 256.0;\n"
- "     float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
- "//   float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
- "     depthcolor.yz -= floor(depthcolor.yz);\n"
- "     gl_FragData1 = depthcolor;\n"
- "#else\n"
- "     gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
- "#endif\n"
- "}\n"
- "#endif // FRAGMENT_SHADER\n"
- "#else // !MODE_DEFERREDGEOMETRY\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
- "#ifdef VERTEX_SHADER\n"
- "void main\n"
- "(\n"
- "float4 gl_Vertex : POSITION,\n"
- "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
- "uniform float4x4 ModelViewMatrix : register(c12),\n"
- "out float4 gl_Position : POSITION,\n"
- "out float4 ModelViewPosition : TEXCOORD0\n"
- ")\n"
- "{\n"
- "     ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
- "     gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
- "}\n"
- "#endif // VERTEX_SHADER\n"
- "\n"
- "#ifdef FRAGMENT_SHADER\n"
- "void main\n"
- "(\n"
- "#ifdef HLSL\n"
- "float2 Pixel : VPOS,\n"
- "#else\n"
- "float2 Pixel : WPOS,\n"
- "#endif\n"
- "float4 ModelViewPosition : TEXCOORD0,\n"
- "uniform float4x4 ViewToLight : register(c44),\n"
- "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
- "uniform float3 LightPosition : register(c23),\n"
- "uniform half2 PixelToScreenTexCoord : register(c42),\n"
- "uniform half3 DeferredColor_Ambient : register(c9),\n"
- "uniform half3 DeferredColor_Diffuse : register(c10),\n"
- "#ifdef USESPECULAR\n"
- "uniform half3 DeferredColor_Specular : register(c11),\n"
- "uniform half SpecularPower : register(c36),\n"
- "#endif\n"
- "uniform sampler Texture_Attenuation : register(s9),\n"
- "uniform sampler Texture_ScreenDepth : register(s13),\n"
- "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
- "\n"
- "#ifdef USECUBEFILTER\n"
- "uniform samplerCUBE Texture_Cube : register(s10),\n"
- "#endif\n"
- "\n"
- "#ifdef USESHADOWMAP2D\n"
- "# ifdef USESHADOWSAMPLER\n"
- "uniform sampler Texture_ShadowMap2D : register(s15),\n"
- "# else\n"
- "uniform sampler Texture_ShadowMap2D : register(s15),\n"
- "# endif\n"
- "#endif\n"
- "\n"
- "#ifdef USESHADOWMAPVSDCT\n"
- "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
- "#endif\n"
- "\n"
- "#if defined(USESHADOWMAP2D)\n"
- "uniform float2 ShadowMap_TextureScale : register(c35),\n"
- "uniform float4 ShadowMap_Parameters : register(c34),\n"
- "#endif\n"
- "\n"
- "out float4 gl_FragData0 : COLOR0,\n"
- "out float4 gl_FragData1 : COLOR1\n"
- ")\n"
- "{\n"
- "     // calculate viewspace pixel position\n"
- "     float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
- "     //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
- "     float3 position;\n"
- "#ifdef HLSL\n"
- "     position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
- "#else\n"
- "     position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
- "#endif\n"
- "     position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
- "     // decode viewspace pixel normal\n"
- "     half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
- "     half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
- "     // surfacenormal = pixel normal in viewspace\n"
- "     // LightVector = pixel to light in viewspace\n"
- "     // CubeVector = position in lightspace\n"
- "     // eyevector = pixel to view in viewspace\n"
- "     float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
- "     half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
- "#ifdef USEDIFFUSE\n"
- "     // calculate diffuse shading\n"
- "     half3 lightnormal = half3(normalize(LightPosition - position));\n"
- "     half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
- "#endif\n"
- "#ifdef USESPECULAR\n"
- "     // calculate directional shading\n"
- "     float3 eyevector = position * -1.0;\n"
- "#  ifdef USEEXACTSPECULARMATH\n"
- "     half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
- "#  else\n"
- "     half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
- "     half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
- "#  endif\n"
- "#endif\n"
- "\n"
- "#if defined(USESHADOWMAP2D)\n"
- "     fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
- "#ifdef USESHADOWMAPVSDCT\n"
- ", Texture_CubeProjection\n"
- "#endif\n"
- "     ));\n"
- "#endif\n"
- "\n"
- "#ifdef USEDIFFUSE\n"
- "     gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
- "#else\n"
- "     gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
- "#endif\n"
- "#ifdef USESPECULAR\n"
- "     gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
- "#else\n"
- "     gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
- "#endif\n"
- "\n"
- "# ifdef USECUBEFILTER\n"
- "     float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
- "     gl_FragData0.rgb *= cubecolor;\n"
- "     gl_FragData1.rgb *= cubecolor;\n"
- "# endif\n"
- "}\n"
- "#endif // FRAGMENT_SHADER\n"
- "#else // !MODE_DEFERREDLIGHTSOURCE\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef VERTEX_SHADER\n"
- "void main\n"
- "(\n"
- "float4 gl_Vertex : POSITION,\n"
- "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
- "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
- "float4 gl_Color : COLOR0,\n"
- "#endif\n"
- "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
- "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
- "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
- "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
- "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
- "\n"
- "uniform float3 EyePosition : register(c24),\n"
- "uniform float4x4 TexMatrix : register(c0),\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
- "#endif\n"
- "#ifdef MODE_LIGHTSOURCE\n"
- "uniform float4x4 ModelToLight : register(c20),\n"
- "#endif\n"
- "#ifdef MODE_LIGHTSOURCE\n"
- "uniform float3 LightPosition : register(c27),\n"
- "#endif\n"
- "#ifdef MODE_LIGHTDIRECTION\n"
- "uniform float3 LightDir : register(c26),\n"
- "#endif\n"
- "uniform float4 FogPlane : register(c25),\n"
- "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
- "uniform float3 LightPosition : register(c27),\n"
- "#endif\n"
- "#ifdef USESHADOWMAPORTHO\n"
- "uniform float4x4 ShadowMapMatrix : register(c16),\n"
- "#endif\n"
- "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
- "out float4 gl_FrontColor : COLOR,\n"
- "#endif\n"
- "out float4 TexCoordBoth : TEXCOORD0,\n"
- "#ifdef USELIGHTMAP\n"
- "out float2 TexCoordLightmap : TEXCOORD1,\n"
- "#endif\n"
- "#ifdef USEEYEVECTOR\n"
- "out float3 EyeVector : TEXCOORD2,\n"
- "#endif\n"
- "#ifdef USEREFLECTION\n"
- "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
- "#endif\n"
- "#ifdef USEFOG\n"
- "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
- "#endif\n"
- "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
- "out float3 LightVector : TEXCOORD1,\n"
- "#endif\n"
- "#ifdef MODE_LIGHTSOURCE\n"
- "out float3 CubeVector : TEXCOORD3,\n"
- "#endif\n"
- "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
- "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
- "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
- "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
- "#endif\n"
- "#ifdef USESHADOWMAPORTHO\n"
- "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
- "#endif\n"
- "out float4 gl_Position : POSITION\n"
- ")\n"
- "{\n"
- "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
- "#ifdef HLSL\n"
- "     gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
- "#else\n"
- "     gl_FrontColor = gl_Color; // Cg is forward\n"
- "#endif\n"
- "#endif\n"
- "     // copy the surface texcoord\n"
- "     TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "     TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
- "#endif\n"
- "#ifdef USELIGHTMAP\n"
- "     TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
- "#endif\n"
- "\n"
- "#ifdef MODE_LIGHTSOURCE\n"
- "     // transform vertex position into light attenuation/cubemap space\n"
- "     // (-1 to +1 across the light box)\n"
- "     CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
- "\n"
- "# ifdef USEDIFFUSE\n"
- "     // transform unnormalized light direction into tangent space\n"
- "     // (we use unnormalized to ensure that it interpolates correctly and then\n"
- "     //  normalize it per pixel)\n"
- "     float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
- "     LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
- "     LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
- "     LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
- "# endif\n"
- "#endif\n"
- "\n"
- "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
- "     LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
- "     LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
- "     LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
- "#endif\n"
- "\n"
- "     // transform unnormalized eye direction into tangent space\n"
- "#ifdef USEEYEVECTOR\n"
- "     float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
- "     EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
- "     EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
- "     EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
- "#endif\n"
- "\n"
- "#ifdef USEFOG\n"
- "     EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
- "     EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
- "#endif\n"
- "\n"
- "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
- "     VectorS = gl_MultiTexCoord1.xyz;\n"
- "     VectorT = gl_MultiTexCoord2.xyz;\n"
- "     VectorR = gl_MultiTexCoord3.xyz;\n"
- "#endif\n"
- "\n"
- "     // transform vertex to camera space, using ftransform to match non-VS rendering\n"
- "     gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
- "\n"
- "#ifdef USESHADOWMAPORTHO\n"
- "     ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
- "#endif\n"
- "\n"
- "#ifdef USEREFLECTION\n"
- "     ModelViewProjectionPosition = gl_Position;\n"
- "#endif\n"
- "}\n"
- "#endif // VERTEX_SHADER\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef FRAGMENT_SHADER\n"
- "void main\n"
- "(\n"
- "#ifdef USEDEFERREDLIGHTMAP\n"
- "#ifdef HLSL\n"
- "float2 Pixel : VPOS,\n"
- "#else\n"
- "float2 Pixel : WPOS,\n"
- "#endif\n"
- "#endif\n"
- "float4 gl_FrontColor : COLOR,\n"
- "float4 TexCoordBoth : TEXCOORD0,\n"
- "#ifdef USELIGHTMAP\n"
- "float2 TexCoordLightmap : TEXCOORD1,\n"
- "#endif\n"
- "#ifdef USEEYEVECTOR\n"
- "float3 EyeVector : TEXCOORD2,\n"
- "#endif\n"
- "#ifdef USEREFLECTION\n"
- "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
- "#endif\n"
- "#ifdef USEFOG\n"
- "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
- "#endif\n"
- "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
- "float3 LightVector : TEXCOORD1,\n"
- "#endif\n"
- "#ifdef MODE_LIGHTSOURCE\n"
- "float3 CubeVector : TEXCOORD3,\n"
- "#endif\n"
- "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
- "float4 ModelViewPosition : TEXCOORD0,\n"
- "#endif\n"
- "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
- "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
- "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
- "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
- "#endif\n"
- "#ifdef USESHADOWMAPORTHO\n"
- "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
- "#endif\n"
- "\n"
- "uniform sampler Texture_Normal : register(s0),\n"
- "uniform sampler Texture_Color : register(s1),\n"
- "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
- "uniform sampler Texture_Gloss : register(s2),\n"
- "#endif\n"
- "#ifdef USEGLOW\n"
- "uniform sampler Texture_Glow : register(s3),\n"
- "#endif\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "uniform sampler Texture_SecondaryNormal : register(s4),\n"
- "uniform sampler Texture_SecondaryColor : register(s5),\n"
- "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
- "uniform sampler Texture_SecondaryGloss : register(s6),\n"
- "#endif\n"
- "#ifdef USEGLOW\n"
- "uniform sampler Texture_SecondaryGlow : register(s7),\n"
- "#endif\n"
- "#endif\n"
- "#ifdef USECOLORMAPPING\n"
- "uniform sampler Texture_Pants : register(s4),\n"
- "uniform sampler Texture_Shirt : register(s7),\n"
- "#endif\n"
- "#ifdef USEFOG\n"
- "uniform sampler Texture_FogHeightTexture : register(s14),\n"
- "uniform sampler Texture_FogMask : register(s8),\n"
- "#endif\n"
- "#ifdef USELIGHTMAP\n"
- "uniform sampler Texture_Lightmap : register(s9),\n"
- "#endif\n"
- "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
- "uniform sampler Texture_Deluxemap : register(s10),\n"
- "#endif\n"
- "#ifdef USEREFLECTION\n"
- "uniform sampler Texture_Reflection : register(s7),\n"
- "#endif\n"
- "\n"
- "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
- "uniform sampler Texture_ScreenDepth : register(s13),\n"
- "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
- "#endif\n"
- "#ifdef USEDEFERREDLIGHTMAP\n"
- "uniform sampler Texture_ScreenDepth : register(s13),\n"
- "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
- "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
- "uniform sampler Texture_ScreenSpecular : register(s12),\n"
- "#endif\n"
- "\n"
- "#ifdef USECOLORMAPPING\n"
- "uniform half3 Color_Pants : register(c7),\n"
- "uniform half3 Color_Shirt : register(c8),\n"
- "#endif\n"
- "#ifdef USEFOG\n"
- "uniform float3 FogColor : register(c16),\n"
- "uniform float FogRangeRecip : register(c20),\n"
- "uniform float FogPlaneViewDist : register(c19),\n"
- "uniform float FogHeightFade : register(c17),\n"
- "#endif\n"
- "\n"
- "#ifdef USEOFFSETMAPPING\n"
- "uniform float OffsetMapping_Scale : register(c24),\n"
- "#endif\n"
- "\n"
- "#ifdef USEDEFERREDLIGHTMAP\n"
- "uniform half2 PixelToScreenTexCoord : register(c42),\n"
- "uniform half3 DeferredMod_Diffuse : register(c12),\n"
- "uniform half3 DeferredMod_Specular : register(c13),\n"
- "#endif\n"
- "uniform half3 Color_Ambient : register(c3),\n"
- "uniform half3 Color_Diffuse : register(c4),\n"
- "uniform half3 Color_Specular : register(c5),\n"
- "uniform half SpecularPower : register(c36),\n"
- "#ifdef USEGLOW\n"
- "uniform half3 Color_Glow : register(c6),\n"
- "#endif\n"
- "uniform half Alpha : register(c0),\n"
- "#ifdef USEREFLECTION\n"
- "uniform float4 DistortScaleRefractReflect : register(c14),\n"
- "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
- "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
- "uniform half4 ReflectColor : register(c26),\n"
- "#endif\n"
- "#ifdef USEREFLECTCUBE\n"
- "uniform float4x4 ModelToReflectCube : register(c48),\n"
- "uniform sampler Texture_ReflectMask : register(s5),\n"
- "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
- "#endif\n"
- "#ifdef MODE_LIGHTDIRECTION\n"
- "uniform half3 LightColor : register(c21),\n"
- "#endif\n"
- "#ifdef MODE_LIGHTSOURCE\n"
- "uniform half3 LightColor : register(c21),\n"
- "#endif\n"
- "\n"
- "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
- "uniform sampler Texture_Attenuation : register(s9),\n"
- "uniform samplerCUBE Texture_Cube : register(s10),\n"
- "#endif\n"
- "\n"
- "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
- "\n"
- "#ifdef USESHADOWMAP2D\n"
- "# ifdef USESHADOWSAMPLER\n"
- "uniform sampler Texture_ShadowMap2D : register(s15),\n"
- "# else\n"
- "uniform sampler Texture_ShadowMap2D : register(s15),\n"
- "# endif\n"
- "#endif\n"
- "\n"
- "#ifdef USESHADOWMAPVSDCT\n"
- "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
- "#endif\n"
- "\n"
- "#if defined(USESHADOWMAP2D)\n"
- "uniform float2 ShadowMap_TextureScale : register(c35),\n"
- "uniform float4 ShadowMap_Parameters : register(c34),\n"
- "#endif\n"
- "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
- "\n"
- "out float4 gl_FragColor : COLOR\n"
- ")\n"
- "{\n"
- "     float2 TexCoord = TexCoordBoth.xy;\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "     float2 TexCoord2 = TexCoordBoth.zw;\n"
- "#endif\n"
- "#ifdef USEOFFSETMAPPING\n"
- "     // apply offsetmapping\n"
- "     float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
- "#define TexCoord TexCoordOffset\n"
- "#endif\n"
- "\n"
- "     // combine the diffuse textures (base, pants, shirt)\n"
- "     half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
- "#ifdef USEALPHAKILL\n"
- "     if (color.a < 0.5)\n"
- "             discard;\n"
- "#endif\n"
- "     color.a *= Alpha;\n"
- "#ifdef USECOLORMAPPING\n"
- "     color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
- "#endif\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "     half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
- "     //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
- "     //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
- "     color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
- "     color.a = 1.0;\n"
- "     //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
- "#endif\n"
- "\n"
- "     // get the surface normal\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "     half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
- "#else\n"
- "     half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
- "#endif\n"
- "\n"
- "     // get the material colors\n"
- "     half3 diffusetex = color.rgb;\n"
- "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
- "# ifdef USEVERTEXTEXTUREBLEND\n"
- "     half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
- "# else\n"
- "     half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
- "# endif\n"
- "#endif\n"
- "\n"
- "#ifdef USEREFLECTCUBE\n"
- "     float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
- "     float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
- "     float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
- "     diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
- "#endif\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_LIGHTSOURCE\n"
- "     // light source\n"
- "#ifdef USEDIFFUSE\n"
- "     half3 lightnormal = half3(normalize(LightVector));\n"
- "     half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
- "     color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
- "#ifdef USESPECULAR\n"
- "#ifdef USEEXACTSPECULARMATH\n"
- "     half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
- "#else\n"
- "     half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
- "     half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
- "#endif\n"
- "     color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
- "#endif\n"
- "#else\n"
- "     color.rgb = diffusetex * Color_Ambient;\n"
- "#endif\n"
- "     color.rgb *= LightColor;\n"
- "     color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
- "#if defined(USESHADOWMAP2D)\n"
- "     color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
- "#ifdef USESHADOWMAPVSDCT\n"
- ", Texture_CubeProjection\n"
- "#endif\n"
- "     ));\n"
- "\n"
- "#endif\n"
- "# ifdef USECUBEFILTER\n"
- "     color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
- "# endif\n"
- "\n"
- "#ifdef USESHADOWMAP2D\n"
- "#ifdef USESHADOWMAPVSDCT\n"
- "//   float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
- "#else\n"
- "//   float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
- "#endif\n"
- "//   color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
- "//   color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
- "//   color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
- "//   color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
- "//   color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
- "//   color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
- "//   color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
- "//   color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
- "//   color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
- "//   color.r = half(shadowmaptc.z);\n"
- "//   color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
- "//   color.r = half(shadowmaptc.z);\n"
- "//   color.r = 1;\n"
- "//   color.rgb = abs(CubeVector);\n"
- "#endif\n"
- "//   color.rgb = half3(1,1,1);\n"
- "#endif // MODE_LIGHTSOURCE\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_LIGHTDIRECTION\n"
- "#define SHADING\n"
- "#ifdef USEDIFFUSE\n"
- "     half3 lightnormal = half3(normalize(LightVector));\n"
- "#endif\n"
- "#define lightcolor LightColor\n"
- "#endif // MODE_LIGHTDIRECTION\n"
- "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
- "#define SHADING\n"
- "     // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
- "     half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
- "     half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
- "     // convert modelspace light vector to tangentspace\n"
- "     half3 lightnormal;\n"
- "     lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
- "     lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
- "     lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
- "     // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
- "     // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
- "     // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
- "     // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
- "     // to map the luxels to coordinates on the draw surfaces), which also causes\n"
- "     // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
- "     // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
- "     // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
- "     // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
- "     lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
- "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
- "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
- "#define SHADING\n"
- "     // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
- "     half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
- "     half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
- "#endif\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_FAKELIGHT\n"
- "#define SHADING\n"
- "half3 lightnormal = half3(normalize(EyeVector));\n"
- "half3 lightcolor = half3(1.0,1.0,1.0);\n"
- "#endif // MODE_FAKELIGHT\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef MODE_LIGHTMAP\n"
- "     color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
- "#endif // MODE_LIGHTMAP\n"
- "#ifdef MODE_VERTEXCOLOR\n"
- "     color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
- "#endif // MODE_VERTEXCOLOR\n"
- "#ifdef MODE_FLATCOLOR\n"
- "     color.rgb = diffusetex * Color_Ambient;\n"
- "#endif // MODE_FLATCOLOR\n"
- "\n"
- "\n"
- "\n"
- "\n"
- "#ifdef SHADING\n"
- "# ifdef USEDIFFUSE\n"
- "     half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
- "#  ifdef USESPECULAR\n"
- "#   ifdef USEEXACTSPECULARMATH\n"
- "     half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
- "#   else\n"
- "     half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
- "     half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
- "#   endif\n"
- "     color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
- "#  else\n"
- "     color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
- "#  endif\n"
- "# else\n"
- "     color.rgb = diffusetex * Color_Ambient;\n"
- "# endif\n"
- "#endif\n"
- "\n"
- "#ifdef USESHADOWMAPORTHO\n"
- "     color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
- "#endif\n"
- "\n"
- "#ifdef USEDEFERREDLIGHTMAP\n"
- "     float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
- "     color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
- "     color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
- "//   color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
- "//   color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
- "#endif\n"
- "\n"
- "#ifdef USEGLOW\n"
- "#ifdef USEVERTEXTEXTUREBLEND\n"
- "     color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
- "#else\n"
- "     color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
- "#endif\n"
- "#endif\n"
- "\n"
- "#ifdef USEFOG\n"
- "     color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
- "#endif\n"
- "\n"
- "     // 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\n"
- "#ifdef USEREFLECTION\n"
- "     float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
- "     //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
- "     float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
- "     float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
- "     // FIXME temporary hack to detect the case that the reflection\n"
- "     // gets blackened at edges due to leaving the area that contains actual\n"
- "     // content.\n"
- "     // Remove this 'ack once we have a better way to stop this thing from\n"
- "     // 'appening.\n"
- "     float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
- "     f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
- "     f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
- "     f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
- "     ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
- "     color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
- "#endif\n"
- "\n"
- "     gl_FragColor = float4(color);\n"
- "}\n"
- "#endif // FRAGMENT_SHADER\n"
- "\n"
- "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
- "#endif // !MODE_DEFERREDGEOMETRY\n"
- "#endif // !MODE_WATER\n"
- "#endif // !MODE_REFRACTION\n"
- "#endif // !MODE_BLOOMBLUR\n"
- "#endif // !MODE_GENERIC\n"
- "#endif // !MODE_POSTPROCESS\n"
- "#endif // !MODE_SHOWDEPTH\n"
- "#endif // !MODE_DEPTH_OR_SHADOW\n"
 -const char *builtinhlslshaderstring =
 -#include "shader_hlsl.h"
--;
--
  char *glslshaderstring = NULL;
- char *cgshaderstring = NULL;
  char *hlslshaderstring = NULL;
  
  //=======================================================================================================================================================
diff --cc gl_rsurf.c
index 6689a44ff9dd1d254f552978541555631fabbd50,06d8fb03fe48b4fb1c946bb68bc2b84e0cb51056..9f69950132909578a0f11315e6744808516a0807
@@@ -930,127 -948,134 +948,255 @@@ static void R_Q1BSP_RecursiveGetLightIn
        }
  }
  
+ static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih)
+ {
+       bih_leaf_t *leaf;
+       bih_node_t *node;
+       int nodenum;
+       int axis;
+       int surfaceindex;
+       int t;
+       int nodeleafindex;
+       int currentmaterialflags;
+       qboolean castshadow;
+       msurface_t *surface;
+       const int *e;
+       const vec_t *v[3];
+       float v2[3][3];
+       int nodestack[GETLIGHTINFO_MAXNODESTACK];
+       int nodestackpos = 0;
+       // note: because the BSP leafs are not in the BIH tree, the _BSP function
+       // must be called to mark leafs visible for entity culling...
+       // we start at the root node
+       nodestack[nodestackpos++] = bih->rootnode;
+       // we'll be done when the stack is empty
+       while (nodestackpos)
+       {
+               // pop one off the stack to process
+               nodenum = nodestack[--nodestackpos];
+               // node
+               node = bih->nodes + nodenum;
+               if (node->type == BIH_UNORDERED)
+               {
+                       for (nodeleafindex = 0;nodeleafindex < BIH_MAXUNORDEREDCHILDREN && node->children[nodeleafindex] >= 0;nodeleafindex++)
+                       {
+                               leaf = bih->leafs + node->children[nodeleafindex];
+                               if (leaf->type != BIH_RENDERTRIANGLE)
+                                       continue;
+ #if 1
+                               if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
+                                       continue;
+ #endif
+ #if 1
+                               if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
+                                       continue;
+ #endif
+                               surfaceindex = leaf->surfaceindex;
+                               surface = info->model->data_surfaces + surfaceindex;
+                               currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+                               castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+                               t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle;
+                               e = info->model->brush.shadowmesh->element3i + t * 3;
+                               v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+                               v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+                               v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+                               VectorCopy(v[0], v2[0]);
+                               VectorCopy(v[1], v2[1]);
+                               VectorCopy(v[2], v2[2]);
+                               if (info->svbsp_insertoccluder)
+                               {
+                                       if (castshadow)
+                                               SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
+                                       continue;
+                               }
+                               if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
+                                       continue;
+                               // we don't occlude triangles from lighting even
+                               // if they are backfacing, because when using
+                               // shadowmapping they are often not fully occluded
+                               // on the horizon of an edge
+                               SETPVSBIT(info->outlighttrispvs, t);
+                               if (castshadow)
+                               {
+                                       if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
+                                       {
+                                               // if the material is double sided we
+                                               // can't cull by direction
+                                               SETPVSBIT(info->outshadowtrispvs, t);
+                                       }
+                                       else if (r_shadow_frontsidecasting.integer)
+                                       {
+                                               // front side casting occludes backfaces,
+                                               // so they are completely useless as both
+                                               // casters and lit polygons
+                                               if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+                                                       SETPVSBIT(info->outshadowtrispvs, t);
+                                       }
+                                       else
+                                       {
+                                               // back side casting does not occlude
+                                               // anything so we can't cull lit polygons
+                                               if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+                                                       SETPVSBIT(info->outshadowtrispvs, t);
+                                       }
+                               }
+                               if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+                               {
+                                       SETPVSBIT(info->outsurfacepvs, surfaceindex);
+                                       info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+                               }
+                       }
+               }
+               else
+               {
+                       axis = node->type - BIH_SPLITX;
+ #if 0
+                       if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+                               continue;
+ #endif
+ #if 0
+                       if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
+                               continue;
+ #endif
+                       if (info->lightmins[axis] <= node->backmax)
+                       {
+                               if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+                                       nodestack[nodestackpos++] = node->front;
+                               nodestack[nodestackpos++] = node->back;
+                               continue;
+                       }
+                       else if (info->lightmaxs[axis] >= node->frontmin)
+                       {
+                               nodestack[nodestackpos++] = node->front;
+                               continue;
+                       }
+                       else
+                               continue; // light falls between children, nothing here
+               }
+       }
+ }
 +static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih)
 +{
 +      bih_leaf_t *leaf;
 +      bih_node_t *node;
 +      int nodenum;
 +      int axis;
 +      int surfaceindex;
 +      int t;
 +      int currentmaterialflags;
 +      qboolean castshadow;
 +      msurface_t *surface;
 +      const int *e;
 +      const vec_t *v[3];
 +      float v2[3][3];
 +      int nodestack[GETLIGHTINFO_MAXNODESTACK];
 +      int nodestackpos = 0;
 +      // note: because the BSP leafs are not in the BIH tree, the _BSP function
 +      // must be called to mark leafs visible for entity culling...
 +      // we start at the root node
 +      nodestack[nodestackpos++] = 0;
 +      // we'll be done when the stack is empty
 +      while (nodestackpos)
 +      {
 +              // pop one off the stack to process
 +              nodenum = nodestack[--nodestackpos];
 +              if (nodenum >= 0)
 +              {
 +                      // node
 +                      node = bih->nodes + nodenum;
 +                      axis = node->type - BIH_SPLITX;
 +#if 0
 +                      if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
 +                              continue;
 +#endif
 +#if 0
 +                      if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
 +                              continue;
 +#endif
 +                      if (info->lightmins[axis] <= node->backmax)
 +                      {
 +                              if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
 +                                      nodestack[nodestackpos++] = node->front;
 +                              nodestack[nodestackpos++] = node->back;
 +                      }
 +                      else if (info->lightmaxs[axis] >= node->frontmin)
 +                              nodestack[nodestackpos++] = node->front;
 +                      else
 +                              continue; // light falls between children, nothing here
 +              }
 +              else
 +              {
 +                      // leaf
 +                      leaf = bih->leafs + (-1-nodenum);
 +                      if (leaf->type != BIH_RENDERTRIANGLE)
 +                              continue;
 +#if 1
 +                      if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
 +                              continue;
 +#endif
 +#if 1
 +                      if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
 +                              continue;
 +#endif
 +                      surfaceindex = leaf->surfaceindex;
 +                      surface = info->model->data_surfaces + surfaceindex;
 +                      currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
 +                      castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
 +                      t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle;
 +                      e = info->model->brush.shadowmesh->element3i + t * 3;
 +                      v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
 +                      v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
 +                      v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
 +                      VectorCopy(v[0], v2[0]);
 +                      VectorCopy(v[1], v2[1]);
 +                      VectorCopy(v[2], v2[2]);
 +                      if (info->svbsp_insertoccluder)
 +                      {
 +                              if (castshadow)
 +                                      SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
 +                              continue;
 +                      }
 +                      if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
 +                              continue;
 +                      // we don't occlude triangles from lighting even
 +                      // if they are backfacing, because when using
 +                      // shadowmapping they are often not fully occluded
 +                      // on the horizon of an edge
 +                      SETPVSBIT(info->outlighttrispvs, t);
 +                      if (castshadow)
 +                      {
 +                              if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
 +                              {
 +                                      // if the material is double sided we
 +                                      // can't cull by direction
 +                                      SETPVSBIT(info->outshadowtrispvs, t);
 +                              }
 +                              else if (r_shadow_frontsidecasting.integer)
 +                              {
 +                                      // front side casting occludes backfaces,
 +                                      // so they are completely useless as both
 +                                      // casters and lit polygons
 +                                      if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
 +                                              SETPVSBIT(info->outshadowtrispvs, t);
 +                              }
 +                              else
 +                              {
 +                                      // back side casting does not occlude
 +                                      // anything so we can't cull lit polygons
 +                                      if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
 +                                              SETPVSBIT(info->outshadowtrispvs, t);
 +                              }
 +                      }
 +                      if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
 +                      {
 +                              SETPVSBIT(info->outsurfacepvs, surfaceindex);
 +                              info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
 +                      }
 +              }
 +      }
 +}
 +
  static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
  {
        extern cvar_t r_shadow_usebihculling;
diff --cc keys.c
Simple merge
diff --cc makefile.inc
Simple merge