" #ifdef USENORMALMAPSCROLLBLEND\n",
" vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n",
" normal += dp_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 * distort;\n",
+" vec4 ScreenTexCoord = SafeScreenTexCoord + (normalize(normal) + vec3(0.15)).xyxy * distort;\n",
" #else\n",
" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;\n",
" #endif\n",
" return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_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",
+" fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n",//TODO: can saturate?
"# else\n",
" fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n",
"# endif\n",
"\n",
"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) || defined(MODE_LIGHTGRID)\n",
"# ifdef USEFOG\n",
-" VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n",
-" VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n",
-" VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n",
+" vec3 EyeDir = EyePosition - Attrib_Position.xyz;\n",
+" VectorS = vec4(Attrib_TexCoord1.xyz, EyeDir.x);\n",
+" VectorT = vec4(Attrib_TexCoord2.xyz, EyeDir.y);\n",
+" VectorR = vec4(Attrib_TexCoord3.xyz, EyeDir.z);\n",
"# else\n",
" VectorS = vec4(Attrib_TexCoord1, 0);\n",
" VectorT = vec4(Attrib_TexCoord2, 0);\n",
"#ifdef USEVERTEXTEXTUREBLEND\n",
"#ifdef USEBOTHALPHAS\n",
" myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n",
-" myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));\n",
+" myhalf terrainblend = max(sat(cast_myhalf(VertexColor.a) * color.a), cast_myhalf(1.0 - color2.a));\n",//move sat outside?
" color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n",
"#else\n",
-" myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));\n",
+" myhalf terrainblend = sat(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5);\n",
" //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));\n",
" //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;\n",
" color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n",
" myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n",
" myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n",
" myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n",
-" myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n",
-" myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n",
+" myhalf3 bouncegrid_dirp = possat(bouncegrid_dir);\n",
+" myhalf3 bouncegrid_dirn = possat(-bouncegrid_dir);\n",
"// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);\n",
" myhalf3 bouncegrid_light = cast_myhalf3(\n",
" dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n",
" float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)\n",
"// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)\n",
"// float DepthScale1 = 0.003;\n",
-" float DepthScale2 = DepthScale1 / 2.0;\n",
+" float DepthScale2 = DepthScale1 * 0.5;\n",
"// float DepthScale3 = DepthScale1 / 4.0;\n",
" float DepthBias1 = -DepthCenter * DepthScale1;\n",
" float DepthBias2 = -DepthCenter * DepthScale2;\n",
"// float DepthBias3 = -DepthCenter * DepthScale3;\n",
-" float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1)\n",
+" float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1)\n",//TODO: can saturate?
" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1)\n",
" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)\n",
" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1)\n",
"// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)\n",
"// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3)\n",
" - 0.0;\n",
-" color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));\n",
+" color.rgb *= sat(1.0 - DepthShadow);\n",
"// color.r = DepthCenter / -1024.0;\n",
"# endif\n",
"#endif\n",