#define MM_FREE free
#endif
-#define DPSOFTRAST_FLT_MIN 0.000000000000000001f
-
typedef enum DPSOFTRAST_ARRAY_e
{
DPSOFTRAST_ARRAY_POSITION,
DPSOFTRAST_Vector3Normalize(eyenormal);
specular = DPSOFTRAST_Vector3Dot(eyenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
+ specular = pow(specular, 0.25f + SpecularPower * glosstex[3]);
}
else
{
specularnormal[2] = lightnormal[2] + eyenormal[2];
DPSOFTRAST_Vector3Normalize(specularnormal);
- specular = DPSOFTRAST_Vector3Dot(surfacenormal, specularnormal);if (specular < DPSOFTRAST_FLT_MIN) specular = DPSOFTRAST_FLT_MIN;
+ specular = DPSOFTRAST_Vector3Dot(surfacenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
+ specular = pow(specular, 1.0f + SpecularPower * glosstex[3]);
}
- specular = pow(specular, SpecularPower * glosstex[3]);
if (thread->shader_permutation & SHADERPERMUTATION_GLOW)
{
d[0] = (int)(buffer_texture_glowbgra8[x*4+0] * Color_Glow[0] + diffusetex[0] * Color_Ambient[0] + (diffusetex[0] * Color_Diffuse[0] * diffuse + glosstex[0] * Color_Specular[0] * specular) * LightColor[0]);if (d[0] > 255) d[0] = 255;
DPSOFTRAST_Vector3Normalize(eyenormal);
specular = DPSOFTRAST_Vector3Dot(eyenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
+ specular = pow(specular, 0.25f + SpecularPower * glosstex[3]);
}
else
{
specularnormal[2] = lightnormal[2] + eyenormal[2];
DPSOFTRAST_Vector3Normalize(specularnormal);
- specular = DPSOFTRAST_Vector3Dot(surfacenormal, specularnormal);if (specular < DPSOFTRAST_FLT_MIN) specular = DPSOFTRAST_FLT_MIN;
+ specular = DPSOFTRAST_Vector3Dot(surfacenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
+ specular = pow(specular, 1.0f + SpecularPower * glosstex[3]);
}
- specular = pow(specular, SpecularPower * glosstex[3]);
if (thread->shader_permutation & SHADERPERMUTATION_CUBEFILTER)
{
// additive passes are only darkened by fog, not tinted
hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
- hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+ hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
}
else
{
hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
- hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+ hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
if (mode == SHADERMODE_WATER)
hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
}
// additive passes are only darkened by fog, not tinted
if (r_glsl_permutation->loc_FogColor >= 0)
qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
- if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+ if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
}
else
{
if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
- if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+ if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
}
if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
// additive passes are only darkened by fog, not tinted
DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+ DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
}
else
{
DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+ DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
}
{Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
- hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+ hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, ((r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
- if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+ if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , ((r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
- DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+ DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , ((r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
"#define highp\n"
"#endif\n"
"\n"
-"// not REALLY the smallest value (2^-62 would be correct), but short and any compiler failing at parsing this is broken\n"
-"#define FLT_MIN 0.000000000000000001\n"
-"\n"
"#ifdef VERTEX_SHADER\n"
"dp_attribute vec4 Attrib_Position; // vertex\n"
"dp_attribute vec4 Attrib_Color; // color\n"
" // calculate directional shading\n"
" vec3 eyevector = position * -1.0;\n"
"# ifdef USEEXACTSPECULARMATH\n"
-" myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, FLT_MIN)), SpecularPower * normalmap.a);\n"
+" myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 0.25 + SpecularPower * normalmap.a);\n"
"# else\n"
" myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(eyevector)));\n"
-" myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), FLT_MIN)), SpecularPower * normalmap.a);\n"
+" myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * normalmap.a);\n"
"# endif\n"
"#endif\n"
"\n"
" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
"#ifdef USESPECULAR\n"
"#ifdef USEEXACTSPECULARMATH\n"
-" myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, FLT_MIN)), SpecularPower * glosstex.a);\n"
+" myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), 0.25 + SpecularPower * glosstex.a);\n"
"#else\n"
" myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
-" myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), FLT_MIN)), SpecularPower * glosstex.a);\n"
+" myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a);\n"
"#endif\n"
" color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
"#endif\n"
" myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
"# ifdef USESPECULAR\n"
"# ifdef USEEXACTSPECULARMATH\n"
-" myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, FLT_MIN)), SpecularPower * glosstex.a);\n"
+" myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), 0.25 + SpecularPower * glosstex.a);\n"
"# else\n"
" myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
-" myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), FLT_MIN)), SpecularPower * glosstex.a);\n"
+" myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a);\n"
"# endif\n"
" color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
"# else\n"
"// written by Forest 'LordHavoc' Hale\n"
"// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
"\n"
-"// not REALLY the smallest value (2^-62 would be correct), but short and any compiler failing at parsing this is broken\n"
-"#define FLT_MIN 0.000000000000000001\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"
" // 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, FLT_MIN)), SpecularPower * normalmap.a));\n"
+" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 0.25 + 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)), FLT_MIN)), SpecularPower * normalmap.a));\n"
+" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * normalmap.a));\n"
"# endif\n"
"#endif\n"
"\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, FLT_MIN)), SpecularPower * glosstex.a));\n"
+" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 0.25 + 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)), FLT_MIN)), SpecularPower * glosstex.a));\n"
+" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a));\n"
"#endif\n"
" color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
"#endif\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, FLT_MIN)), SpecularPower * glosstex.a));\n"
+" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 0.25 + 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)), FLT_MIN)), SpecularPower * glosstex.a));\n"
+" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a));\n"
"# endif\n"
" color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
"# else\n"