]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
make glsl work on ATI's newer drivers (which don't like #define on keywords)
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 23 Sep 2005 06:04:17 +0000 (06:04 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 23 Sep 2005 06:04:17 +0000 (06:04 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5726 d7cf8633-e32d-0410-b094-e92efae38249

r_shadow.c

index 392d1f499813c4fce3269bebf2598b2e006e3069..1946a32a44ebea4d3c08148bc40c31bb40a06b80 100644 (file)
@@ -329,28 +329,33 @@ const char *builtinshader_light_frag =
 "// written by Forest 'LordHavoc' Hale\n"
 "\n"
 "// use half floats if available for math performance\n"
-"#ifndef GEFORCEFX\n"
-"#define half float\n"
-"#define hvec2 vec2\n"
-"#define hvec3 vec3\n"
-"#define hvec4 vec4\n"
+"#ifdef GEFORCEFX\n"
+"#define myhalf half\n"
+"#define myhvec2 hvec2\n"
+"#define myhvec3 hvec3\n"
+"#define myhvec4 hvec4\n"
+"#else\n"
+"#define myhalf float\n"
+"#define myhvec2 vec2\n"
+"#define myhvec3 vec3\n"
+"#define myhvec4 vec4\n"
 "#endif\n"
 "\n"
-"uniform hvec3 LightColor;\n"
+"uniform myhvec3 LightColor;\n"
 "#ifdef USEOFFSETMAPPING\n"
-"uniform half OffsetMapping_Scale;\n"
-"uniform half OffsetMapping_Bias;\n"
+"uniform myhalf OffsetMapping_Scale;\n"
+"uniform myhalf OffsetMapping_Bias;\n"
 "#endif\n"
 "#ifdef USESPECULAR\n"
-"uniform half SpecularPower;\n"
+"uniform myhalf SpecularPower;\n"
 "#endif\n"
 "#ifdef USEFOG\n"
-"uniform half FogRangeRecip;\n"
+"uniform myhalf FogRangeRecip;\n"
 "#endif\n"
-"uniform half AmbientScale;\n"
-"uniform half DiffuseScale;\n"
+"uniform myhalf AmbientScale;\n"
+"uniform myhalf DiffuseScale;\n"
 "#ifdef USESPECULAR\n"
-"uniform half SpecularScale;\n"
+"uniform myhalf SpecularScale;\n"
 "#endif\n"
 "\n"
 "uniform sampler2D Texture_Normal;\n"
@@ -382,17 +387,17 @@ const char *builtinshader_light_frag =
 "      //\n"
 "      // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
 "      // provide significant illumination, large = slow = pain.\n"
-"      half colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
+"      myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
 "\n"
 "#ifdef USEFOG\n"
 "      // apply fog\n"
-"      colorscale *= texture2D(Texture_FogMask, hvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
+"      colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
 "#endif\n"
 "\n"
 "#ifdef USEOFFSETMAPPING\n"
 "      // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
-"      hvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
-"      hvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
+"      myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
+"      myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
 "      TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
 "      TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
 "#define TexCoord TexCoordOffset\n"
@@ -400,26 +405,26 @@ const char *builtinshader_light_frag =
 "\n"
 "      // get the surface normal\n"
 "#ifdef SURFACENORMALIZE\n"
-"      hvec3 surfacenormal = normalize(hvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
 "#else\n"
-"      hvec3 surfacenormal = -1.0 + 2.0 * hvec3(texture2D(Texture_Normal, TexCoord));\n"
+"      myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
 "#endif\n"
 "\n"
 "      // calculate shading\n"
-"      hvec3 diffusenormal = hvec3(normalize(LightVector));\n"
-"      hvec3 color = hvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+"      myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
 "#ifdef USESPECULAR\n"
-"      hvec3 specularnormal = hvec3(normalize(diffusenormal + hvec3(normalize(EyeVector))));\n"
-"      color += hvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
+"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
+"      color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
 "#endif\n"
 "\n"
 "#ifdef USECUBEFILTER\n"
 "      // apply light cubemap filter\n"
-"      color *= hvec3(textureCube(Texture_Cube, CubeVector));\n"
+"      color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
 "#endif\n"
 "\n"
 "      // calculate fragment color (apply light color and attenuation/fog scaling)\n"
-"      gl_FragColor = hvec4(color * LightColor * colorscale, 1);\n"
+"      gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
 "}\n"
 ;