"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 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"
-" vec3 normal = texture2D(Texture_Normal, TexCoord + vec2(0.08, 0.08)*ClientTime*0.5).rgb - vec3(1.0);\n"
-" normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime)*0.75).rgb;\n"
-" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\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"
SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
- SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
- SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
+ SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<27, // (water) counter-direction normalmaps scrolling
+ SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
+ SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
}
shaderpermutation_t;
{"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
{"#define USEALPHAKILL\n", " alphakill"},
{"#define USEREFLECTCUBE\n", " reflectcube"},
+ {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
};
/// this enum is multiplied by SHADERPERMUTATION_MODEBASE
int loc_ModelToReflectCube;
int loc_ShadowMapMatrix;
int loc_BloomColorSubtract;
+ int loc_NormalmapScrollBlend;
}
r_glsl_permutation_t;
p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
+ p->loc_NormalmapScrollBlend = qglGetUniformLocationARB(p->program, "NormalmapScrollBlend");
// initialize the samplers to refer to the texture units we use
if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
CGparameter fp_PixelToScreenTexCoord;
CGparameter fp_ModelToReflectCube;
CGparameter fp_BloomColorSubtract;
+ CGparameter fp_NormalmapScrollBlend;
}
r_cg_permutation_t;
p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
+ p->fp_NormalmapScrollBlend = cgGetNamedParameter(p->fprogram, "NormalmapScrollBlend");
CHECKCGERROR
}
D3DPSREGISTER_BloomColorSubtract = 43,
D3DPSREGISTER_ViewToLight = 44, // float4x4
D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
- // next at 52
+ D3DPSREGISTER_NormalmapScrollBlend = 52,
+ // next at 53
}
D3DPSREGISTER_t;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
{
mode = SHADERMODE_WATER;
+ if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
+ permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
+ if (mode == SHADERMODE_WATER)
+ hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
}
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]);
if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
+ if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2fARB(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);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
+ if (r_cg_permutation->fp_NormalmapScrollBlend) cgGLSetParameter2f(r_cg_permutation->fp_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
}
if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR