cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
+//cvar_t r_glsl_postprocess_sobel = {CVAR_SAVE, "r_glsl_postprocess_sobel", "0", "1 = use the sobel operator on the final output (this causes grey-scaling), 2 = combine sobel and blur"};
cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
"#endif\n"
"//uncomment these if you want to use them:\n"
"uniform vec4 UserVec1;\n"
-"// uniform vec4 UserVec2;\n"
+"//uniform float UseSobel;\n"
+"uniform vec4 UserVec2;\n"
"// uniform vec4 UserVec3;\n"
"// uniform vec4 UserVec4;\n"
"// uniform float ClientTime;\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"
-" if (UserVec1.x > 100.0) {\n"
-" // vec2 ts = textureSize(Texture_First, 0);\n"
-" // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
-" vec2 px = PixelSize;\n"
-" vec4 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y));\n"
-" vec4 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0));\n"
-" vec4 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y));\n"
-" vec4 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y));\n"
-" vec4 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0));\n"
-" vec4 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y));\n"
-" vec4 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y));\n"
-" vec4 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y));\n"
-" vec4 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y));\n"
-" vec4 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y));\n"
-" vec4 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y));\n"
-" vec4 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y));\n"
-""
-" float px1 = -1.0 * (0.30*x1.r + 0.59*x1.g + 0.11*x1.b);\n"
-" float px2 = -2.0 * (0.30*x2.r + 0.59*x2.g + 0.11*x2.b);\n"
-" float px3 = -1.0 * (0.30*x3.r + 0.59*x3.g + 0.11*x3.b);\n"
-" float px4 = 1.0 * (0.30*x4.r + 0.59*x4.g + 0.11*x4.b);\n"
-" float px5 = 2.0 * (0.30*x5.r + 0.59*x5.g + 0.11*x5.b);\n"
-" float px6 = 1.0 * (0.30*x6.r + 0.59*x6.g + 0.11*x6.b);\n"
-" float py1 = -1.0 * (0.30*y1.r + 0.59*y1.g + 0.11*y1.b);\n"
-" float py2 = -2.0 * (0.30*y2.r + 0.59*y2.g + 0.11*y2.b);\n"
-" float py3 = -1.0 * (0.30*y3.r + 0.59*y3.g + 0.11*y3.b);\n"
-" float py4 = 1.0 * (0.30*y4.r + 0.59*y4.g + 0.11*y4.b);\n"
-" float py5 = 2.0 * (0.30*y5.r + 0.59*y5.g + 0.11*y5.b);\n"
-" float py6 = 1.0 * (0.30*y6.r + 0.59*y6.g + 0.11*y6.b);\n"
-" gl_FragColor = 0.25 * vec4(vec3(abs(px1 + px2 + px3 + px4 + px5 + px6)), 1) + 0.25 * vec4(vec3(abs(py1 + py2 + py3 + py4 + py5 + py6)), 1);\n"
-" } else {\n"
+" vec3 sobel = vec3(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 * (0.30*x1.r + 0.59*x1.g + 0.11*x1.b);\n"
+" float px2 = -2.0 * (0.30*x2.r + 0.59*x2.g + 0.11*x2.b);\n"
+" float px3 = -1.0 * (0.30*x3.r + 0.59*x3.g + 0.11*x3.b);\n"
+" float px4 = 1.0 * (0.30*x4.r + 0.59*x4.g + 0.11*x4.b);\n"
+" float px5 = 2.0 * (0.30*x5.r + 0.59*x5.g + 0.11*x5.b);\n"
+" float px6 = 1.0 * (0.30*x6.r + 0.59*x6.g + 0.11*x6.b);\n"
+" float py1 = -1.0 * (0.30*y1.r + 0.59*y1.g + 0.11*y1.b);\n"
+" float py2 = -2.0 * (0.30*y2.r + 0.59*y2.g + 0.11*y2.b);\n"
+" float py3 = -1.0 * (0.30*y3.r + 0.59*y3.g + 0.11*y3.b);\n"
+" float py4 = 1.0 * (0.30*y4.r + 0.59*y4.g + 0.11*y4.b);\n"
+" float py5 = 2.0 * (0.30*y5.r + 0.59*y5.g + 0.11*y5.b);\n"
+" float py6 = 1.0 * (0.30*y6.r + 0.59*y6.g + 0.11*y6.b);\n"
+" sobel = vec3(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 + 5 * UserVec1.y);\n"
-" }\n"
+" gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
+" //gl_FragColor = mix(gl_FragColor, vec4(vec3(sobel), 1), UseSobel);\n"
+" gl_FragColor.rgb = gl_FragColor.rgb * UserVec2.y + vec3(sobel)*UserVec2.x;\n"
"#endif\n"
"\n"
"#ifdef USESATURATION\n"
int loc_UserVec2;
int loc_UserVec3;
int loc_UserVec4;
+// int loc_UseSobel;
int loc_ViewTintColor;
int loc_ViewToLight;
int loc_ModelToLight;
p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
+// p->loc_UseSobel = qglGetUniformLocationARB(p->program, "UseSobel");
p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
+// p->fp_UseSobel = cgGetNamedParameter(p->fprogram, "UseSobel");
p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
+// Cvar_RegisterVariable(&r_glsl_postprocess_sobel);
Cvar_RegisterVariable(&r_water);
Cvar_RegisterVariable(&r_water_resolutionmultiplier);
Cvar_RegisterVariable(&r_water_clippingplanebias);
if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
+// if (r_glsl_permutation->loc_UseSobel >= 0) qglUniform1fARB(r_glsl_permutation->loc_UseSobel , r_glsl_postprocess_sobel.value);
if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
break;
if (r_cg_permutation->fp_UserVec2 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);CHECKCGERROR
if (r_cg_permutation->fp_UserVec3 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);CHECKCGERROR
if (r_cg_permutation->fp_UserVec4 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);CHECKCGERROR
+// if (r_cg_permutation->fp_UseSobel ) cgGLSetParameter1f( r_cg_permutation->fp_UseSobel , r_glsl_postprocess_sobel.value);CHECKCGERROR
if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
#endif