From: Akari Date: Tue, 29 Mar 2011 08:57:53 +0000 (+0300) Subject: Merge branch 'master' into akari/irc X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=24bc0a92c71a304d72d313ff996bb4987e9ae368;p=xonotic%2Fdarkplaces.git Merge branch 'master' into akari/irc Conflicts: cl_particles.c cl_video.c gl_rmain.c gl_rsurf.c gl_textures.c model_brush.c r_shadow.c r_shadow.h r_sprites.c screen.h snd_main.c --- 24bc0a92c71a304d72d313ff996bb4987e9ae368 diff --cc cl_video.c index 624d7847,4e37eb75..3e758227 --- a/cl_video.c +++ b/cl_video.c @@@ -697,4 -700,4 +700,4 @@@ void CL_Video_Init( void Cvar_RegisterVariable(&cl_video_fadeout); R_RegisterModule( "CL_Video", cl_video_start, cl_video_shutdown, cl_video_newmap, NULL, NULL ); --} ++} diff --cc gl_rmain.c index e8f90ad3,3dd7eb25..98342808 --- a/gl_rmain.c +++ b/gl_rmain.c @@@ -585,2742 -597,15 +597,7 @@@ static void R_BuildFogHeightTexture(voi //======================================================================================================================================================= --static const char *builtinshaderstring = - "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" - "// written by Forest 'LordHavoc' Hale\n" - "// shadowmapping enhancements by Lee 'eihrul' Salzman\n" - "\n" - "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n" - "# define USEFOG\n" - "#endif\n" - "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" - "#define USELIGHTMAP\n" - "#endif\n" - "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n" - "#define USEEYEVECTOR\n" - "#endif\n" - "\n" - "#ifdef USESHADOWMAP2D\n" - "# ifdef GL_EXT_gpu_shader4\n" - "# extension GL_EXT_gpu_shader4 : enable\n" - "# endif\n" - "# ifdef GL_ARB_texture_gather\n" - "# extension GL_ARB_texture_gather : enable\n" - "# else\n" - "# ifdef GL_AMD_texture_texture4\n" - "# extension GL_AMD_texture_texture4 : enable\n" - "# endif\n" - "# endif\n" - "#endif\n" - "\n" - "//#ifdef USESHADOWSAMPLER\n" - "//# extension GL_ARB_shadow : enable\n" - "//#endif\n" - "\n" - "//#ifdef __GLSL_CG_DATA_TYPES\n" - "//# define myhalf half\n" - "//# define myhalf2 half2\n" - "//# define myhalf3 half3\n" - "//# define myhalf4 half4\n" - "//#else\n" - "# define myhalf float\n" - "# define myhalf2 vec2\n" - "# define myhalf3 vec3\n" - "# define myhalf4 vec4\n" - "//#endif\n" - "\n" - "#ifdef VERTEX_SHADER\n" - "uniform mat4 ModelViewProjectionMatrix;\n" - "#endif\n" - "\n" - "#ifdef MODE_DEPTH_OR_SHADOW\n" - "#ifdef VERTEX_SHADER\n" - "void main(void)\n" - "{\n" - " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" - "}\n" - "#endif\n" - "#else // !MODE_DEPTH_ORSHADOW\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_SHOWDEPTH\n" - "#ifdef VERTEX_SHADER\n" - "void main(void)\n" - "{\n" - " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" - " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n" - "}\n" - "#endif\n" - "\n" - "#ifdef FRAGMENT_SHADER\n" - "void main(void)\n" - "{\n" - " gl_FragColor = gl_Color;\n" - "}\n" - "#endif\n" - "#else // !MODE_SHOWDEPTH\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_POSTPROCESS\n" - "varying vec2 TexCoord1;\n" - "varying vec2 TexCoord2;\n" - "\n" - "#ifdef VERTEX_SHADER\n" - "void main(void)\n" - "{\n" - " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" - " TexCoord1 = gl_MultiTexCoord0.xy;\n" - "#ifdef USEBLOOM\n" - " TexCoord2 = gl_MultiTexCoord4.xy;\n" - "#endif\n" - "}\n" - "#endif\n" - "\n" - "#ifdef FRAGMENT_SHADER\n" - "uniform sampler2D Texture_First;\n" - "#ifdef USEBLOOM\n" - "uniform sampler2D Texture_Second;\n" - "uniform vec4 BloomColorSubtract;\n" - "#endif\n" - "#ifdef USEGAMMARAMPS\n" - "uniform sampler2D Texture_GammaRamps;\n" - "#endif\n" - "#ifdef USESATURATION\n" - "uniform float Saturation;\n" - "#endif\n" - "#ifdef USEVIEWTINT\n" - "uniform vec4 ViewTintColor;\n" - "#endif\n" - "//uncomment these if you want to use them:\n" - "uniform vec4 UserVec1;\n" - "uniform vec4 UserVec2;\n" - "// uniform vec4 UserVec3;\n" - "// uniform vec4 UserVec4;\n" - "// uniform float ClientTime;\n" - "uniform vec2 PixelSize;\n" - "void main(void)\n" - "{\n" - " gl_FragColor = texture2D(Texture_First, TexCoord1);\n" - "#ifdef USEBLOOM\n" - " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n" - "#endif\n" - "#ifdef USEVIEWTINT\n" - " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n" - "#endif\n" - "\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" - " float sobel = 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 * dot(vec3(0.3, 0.59, 0.11), x1);\n" - " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n" - " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n" - " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n" - " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n" - " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n" - " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n" - " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n" - " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n" - " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n" - " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n" - " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n" - " sobel = 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 /= (1.0 + 5.0 * UserVec1.y);\n" - " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n" - "#endif\n" - "\n" - "#ifdef USESATURATION\n" - " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n" - " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n" - " // 'vampire sight' effect, wheres red is compensated\n" - " #ifdef SATURATION_REDCOMPENSATE\n" - " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n" - " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" - " gl_FragColor.r += rboost;\n" - " #else\n" - " // normal desaturation\n" - " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n" - " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" - " #endif\n" - "#endif\n" - "\n" - "#ifdef USEGAMMARAMPS\n" - " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n" - " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n" - " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n" - "#endif\n" - "}\n" - "#endif\n" - "#else // !MODE_POSTPROCESS\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_GENERIC\n" - "#ifdef USEDIFFUSE\n" - "varying vec2 TexCoord1;\n" - "#endif\n" - "#ifdef USESPECULAR\n" - "varying vec2 TexCoord2;\n" - "#endif\n" - "#ifdef VERTEX_SHADER\n" - "void main(void)\n" - "{\n" - " gl_FrontColor = gl_Color;\n" - "#ifdef USEDIFFUSE\n" - " TexCoord1 = gl_MultiTexCoord0.xy;\n" - "#endif\n" - "#ifdef USESPECULAR\n" - " TexCoord2 = gl_MultiTexCoord1.xy;\n" - "#endif\n" - " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" - "}\n" - "#endif\n" - "\n" - "#ifdef FRAGMENT_SHADER\n" - "#ifdef USEDIFFUSE\n" - "uniform sampler2D Texture_First;\n" - "#endif\n" - "#ifdef USESPECULAR\n" - "uniform sampler2D Texture_Second;\n" - "#endif\n" - "\n" - "void main(void)\n" - "{\n" - "#ifdef USEVIEWTINT\n" - " gl_FragColor = gl_Color;\n" - "#else\n" - " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n" - "#endif\n" - "#ifdef USEDIFFUSE\n" - " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n" - "#endif\n" - "\n" - "#ifdef USESPECULAR\n" - " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n" - "# ifdef USECOLORMAPPING\n" - " gl_FragColor *= tex2;\n" - "# endif\n" - "# ifdef USEGLOW\n" - " gl_FragColor += tex2;\n" - "# endif\n" - "# ifdef USEVERTEXTEXTUREBLEND\n" - " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n" - "# endif\n" - "#endif\n" - "}\n" - "#endif\n" - "#else // !MODE_GENERIC\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_BLOOMBLUR\n" - "varying TexCoord;\n" - "#ifdef VERTEX_SHADER\n" - "void main(void)\n" - "{\n" - " gl_FrontColor = gl_Color;\n" - " TexCoord = gl_MultiTexCoord0.xy;\n" - " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" - "}\n" - "#endif\n" - "\n" - "#ifdef FRAGMENT_SHADER\n" - "uniform sampler2D Texture_First;\n" - "uniform vec4 BloomBlur_Parameters;\n" - "\n" - "void main(void)\n" - "{\n" - " int i;\n" - " vec2 tc = TexCoord;\n" - " vec3 color = texture2D(Texture_First, tc).rgb;\n" - " tc += BloomBlur_Parameters.xy;\n" - " for (i = 1;i < SAMPLES;i++)\n" - " {\n" - " color += texture2D(Texture_First, tc).rgb;\n" - " tc += BloomBlur_Parameters.xy;\n" - " }\n" - " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n" - "}\n" - "#endif\n" - "#else // !MODE_BLOOMBLUR\n" - "#ifdef MODE_REFRACTION\n" - "varying vec2 TexCoord;\n" - "varying vec4 ModelViewProjectionPosition;\n" - "uniform mat4 TexMatrix;\n" - "#ifdef VERTEX_SHADER\n" - "\n" - "void main(void)\n" - "{\n" - " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n" - " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" - " ModelViewProjectionPosition = gl_Position;\n" - "}\n" - "#endif\n" - "\n" - "#ifdef FRAGMENT_SHADER\n" - "uniform sampler2D Texture_Normal;\n" - "uniform sampler2D Texture_Refraction;\n" - "uniform sampler2D Texture_Reflection;\n" - "\n" - "uniform vec4 DistortScaleRefractReflect;\n" - "uniform vec4 ScreenScaleRefractReflect;\n" - "uniform vec4 ScreenCenterRefractReflect;\n" - "uniform vec4 RefractColor;\n" - "uniform vec4 ReflectColor;\n" - "uniform float ReflectFactor;\n" - "uniform float ReflectOffset;\n" - "\n" - "void main(void)\n" - "{\n" - " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" - " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" - " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" - " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\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" - " // Remove this 'ack once we have a better way to stop this thing from\n" - " // 'appening.\n" - " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" - " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" - " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" - " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" - " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" - " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n" - "}\n" - "#endif\n" - "#else // !MODE_REFRACTION\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_WATER\n" - "varying vec2 TexCoord;\n" - "varying vec3 EyeVector;\n" - "varying vec4 ModelViewProjectionPosition;\n" - "#ifdef VERTEX_SHADER\n" - "uniform vec3 EyePosition;\n" - "uniform mat4 TexMatrix;\n" - "\n" - "void main(void)\n" - "{\n" - " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n" - " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" - " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" - " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" - " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" - " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" - " ModelViewProjectionPosition = gl_Position;\n" - "}\n" - "#endif\n" - "\n" - "#ifdef FRAGMENT_SHADER\n" - "uniform sampler2D Texture_Normal;\n" - "uniform sampler2D Texture_Refraction;\n" - "uniform sampler2D Texture_Reflection;\n" - "\n" - "uniform vec4 DistortScaleRefractReflect;\n" - "uniform vec4 ScreenScaleRefractReflect;\n" - "uniform vec4 ScreenCenterRefractReflect;\n" - "uniform vec4 RefractColor;\n" - "uniform vec4 ReflectColor;\n" - "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 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" - " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\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" - " #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" - " // Remove this 'ack once we have a better way to stop this thing from\n" - " // 'appening.\n" - " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n" - " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n" - " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n" - " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n" - " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n" - " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n" - " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n" - " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n" - " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n" - " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n" - " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n" - " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n" - "}\n" - "#endif\n" - "#else // !MODE_WATER\n" - "\n" - "\n" - "\n" - "\n" - "// common definitions between vertex shader and fragment shader:\n" - "\n" - "varying vec2 TexCoord;\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - "varying vec2 TexCoord2;\n" - "#endif\n" - "#ifdef USELIGHTMAP\n" - "varying vec2 TexCoordLightmap;\n" - "#endif\n" - "\n" - "#ifdef MODE_LIGHTSOURCE\n" - "varying vec3 CubeVector;\n" - "#endif\n" - "\n" - "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n" - "varying vec3 LightVector;\n" - "#endif\n" - "\n" - "#ifdef USEEYEVECTOR\n" - "varying vec3 EyeVector;\n" - "#endif\n" - "#ifdef USEFOG\n" - "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n" - "#endif\n" - "\n" - "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n" - "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n" - "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" - "varying vec3 VectorR; // direction of R texcoord (surface normal)\n" - "#endif\n" - "\n" - "#ifdef USEREFLECTION\n" - "varying vec4 ModelViewProjectionPosition;\n" - "#endif\n" - "#ifdef MODE_DEFERREDLIGHTSOURCE\n" - "uniform vec3 LightPosition;\n" - "varying vec4 ModelViewPosition;\n" - "#endif\n" - "\n" - "#ifdef MODE_LIGHTSOURCE\n" - "uniform vec3 LightPosition;\n" - "#endif\n" - "uniform vec3 EyePosition;\n" - "#ifdef MODE_LIGHTDIRECTION\n" - "uniform vec3 LightDir;\n" - "#endif\n" - "uniform vec4 FogPlane;\n" - "\n" - "#ifdef USESHADOWMAPORTHO\n" - "varying vec3 ShadowMapTC;\n" - "#endif\n" - "\n" - "\n" - "\n" - "\n" - "\n" - "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n" - "\n" - "// fragment shader specific:\n" - "#ifdef FRAGMENT_SHADER\n" - "\n" - "uniform sampler2D Texture_Normal;\n" - "uniform sampler2D Texture_Color;\n" - "uniform sampler2D Texture_Gloss;\n" - "#ifdef USEGLOW\n" - "uniform sampler2D Texture_Glow;\n" - "#endif\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - "uniform sampler2D Texture_SecondaryNormal;\n" - "uniform sampler2D Texture_SecondaryColor;\n" - "uniform sampler2D Texture_SecondaryGloss;\n" - "#ifdef USEGLOW\n" - "uniform sampler2D Texture_SecondaryGlow;\n" - "#endif\n" - "#endif\n" - "#ifdef USECOLORMAPPING\n" - "uniform sampler2D Texture_Pants;\n" - "uniform sampler2D Texture_Shirt;\n" - "#endif\n" - "#ifdef USEFOG\n" - "#ifdef USEFOGHEIGHTTEXTURE\n" - "uniform sampler2D Texture_FogHeightTexture;\n" - "#endif\n" - "uniform sampler2D Texture_FogMask;\n" - "#endif\n" - "#ifdef USELIGHTMAP\n" - "uniform sampler2D Texture_Lightmap;\n" - "#endif\n" - "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" - "uniform sampler2D Texture_Deluxemap;\n" - "#endif\n" - "#ifdef USEREFLECTION\n" - "uniform sampler2D Texture_Reflection;\n" - "#endif\n" - "\n" - "#ifdef MODE_DEFERREDLIGHTSOURCE\n" - "uniform sampler2D Texture_ScreenDepth;\n" - "uniform sampler2D Texture_ScreenNormalMap;\n" - "#endif\n" - "#ifdef USEDEFERREDLIGHTMAP\n" - "uniform sampler2D Texture_ScreenDiffuse;\n" - "uniform sampler2D Texture_ScreenSpecular;\n" - "#endif\n" - "\n" - "uniform myhalf3 Color_Pants;\n" - "uniform myhalf3 Color_Shirt;\n" - "uniform myhalf3 FogColor;\n" - "\n" - "#ifdef USEFOG\n" - "uniform float FogRangeRecip;\n" - "uniform float FogPlaneViewDist;\n" - "uniform float FogHeightFade;\n" - "vec3 FogVertex(vec3 surfacecolor)\n" - "{\n" - " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n" - " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n" - " float fogfrac;\n" - "#ifdef USEFOGHEIGHTTEXTURE\n" - " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n" - " fogfrac = fogheightpixel.a;\n" - " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, 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" - "# else\n" - " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n" - "# endif\n" - " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n" - "#endif\n" - "}\n" - "#endif\n" - "\n" - "#ifdef USEOFFSETMAPPING\n" - "uniform float OffsetMapping_Scale;\n" - "vec2 OffsetMapping(vec2 TexCoord)\n" - "{\n" - "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" - " // 14 sample relief mapping: linear search and then binary search\n" - " // this basically steps forward a small amount repeatedly until it finds\n" - " // itself inside solid, then jitters forward and back using decreasing\n" - " // amounts to find the impact\n" - " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n" - " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n" - " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n" - " vec3 RT = vec3(TexCoord, 1);\n" - " OffsetVector *= 0.1;\n" - " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" - " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" - " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" - " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" - " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" - " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" - " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" - " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" - " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" - " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n" - " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n" - " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n" - " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n" - " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n" - " return RT.xy;\n" - "#else\n" - " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n" - " // this basically moves forward the full distance, and then backs up based\n" - " // on height of samples\n" - " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n" - " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n" - " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n" - " TexCoord += OffsetVector;\n" - " OffsetVector *= 0.5;\n" - " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" - " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" - " return TexCoord;\n" - "#endif\n" - "}\n" - "#endif // USEOFFSETMAPPING\n" - "\n" - "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n" - "uniform sampler2D Texture_Attenuation;\n" - "uniform samplerCube Texture_Cube;\n" - "#endif\n" - "\n" - "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n" - "\n" - "#ifdef USESHADOWMAP2D\n" - "# ifdef USESHADOWSAMPLER\n" - "uniform sampler2DShadow Texture_ShadowMap2D;\n" - "# else\n" - "uniform sampler2D Texture_ShadowMap2D;\n" - "# endif\n" - "#endif\n" - "\n" - "#ifdef USESHADOWMAPVSDCT\n" - "uniform samplerCube Texture_CubeProjection;\n" - "#endif\n" - "\n" - "#if defined(USESHADOWMAP2D)\n" - "uniform vec2 ShadowMap_TextureScale;\n" - "uniform vec4 ShadowMap_Parameters;\n" - "#endif\n" - "\n" - "#if defined(USESHADOWMAP2D)\n" - "# ifdef USESHADOWMAPORTHO\n" - "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n" - "# else\n" - "# ifdef USESHADOWMAPVSDCT\n" - "vec3 GetShadowMapTC2D(vec3 dir)\n" - "{\n" - " vec3 adir = abs(dir);\n" - " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n" - " vec4 proj = textureCube(Texture_CubeProjection, dir);\n" - " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n" - "}\n" - "# else\n" - "vec3 GetShadowMapTC2D(vec3 dir)\n" - "{\n" - " vec3 adir = abs(dir);\n" - " float ma = adir.z;\n" - " vec4 proj = vec4(dir, 2.5);\n" - " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n" - " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n" - " vec2 aparams = ShadowMap_Parameters.xy / ma;\n" - " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n" - "}\n" - "# endif\n" - "# endif\n" - "#endif // defined(USESHADOWMAP2D)\n" - "\n" - "# ifdef USESHADOWMAP2D\n" - "float ShadowMapCompare(vec3 dir)\n" - "{\n" - " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n" - " float f;\n" - "\n" - "# ifdef USESHADOWSAMPLER\n" - "# ifdef USESHADOWMAPPCF\n" - "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n" - " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n" - " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n" - "# else\n" - " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n" - "# endif\n" - "# else\n" - "# ifdef USESHADOWMAPPCF\n" - "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n" - "# ifdef GL_ARB_texture_gather\n" - "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n" - "# else\n" - "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n" - "# endif\n" - " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n" - "# if USESHADOWMAPPCF > 1\n" - " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n" - " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n" - " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n" - " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n" - " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n" - " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n" - " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n" - " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n" - " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n" - " vec4 locols = vec4(group1.ab, group3.ab);\n" - " vec4 hicols = vec4(group7.rg, group9.rg);\n" - " locols.yz += group2.ab;\n" - " hicols.yz += group8.rg;\n" - " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n" - " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n" - " mix(locols, hicols, offset.y);\n" - " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n" - " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n" - " f = dot(cols, vec4(1.0/25.0));\n" - "# else\n" - " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n" - " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n" - " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n" - " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n" - " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n" - " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n" - " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n" - "# endif\n" - "# else\n" - "# ifdef GL_EXT_gpu_shader4\n" - "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n" - "# else\n" - "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n" - "# endif\n" - "# if USESHADOWMAPPCF > 1\n" - " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n" - " center *= ShadowMap_TextureScale;\n" - " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n" - " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n" - " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n" - " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n" - " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n" - " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n" - "# else\n" - " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n" - " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n" - " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n" - " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n" - " vec3 cols = row2 + mix(row1, row3, offset.y);\n" - " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n" - "# endif\n" - "# endif\n" - "# else\n" - " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n" - "# endif\n" - "# endif\n" - "# ifdef USESHADOWMAPORTHO\n" - " return mix(ShadowMap_Parameters.w, 1.0, f);\n" - "# else\n" - " return f;\n" - "# endif\n" - "}\n" - "# endif\n" - "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n" - "#endif // FRAGMENT_SHADER\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_DEFERREDGEOMETRY\n" - "#ifdef VERTEX_SHADER\n" - "uniform mat4 TexMatrix;\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - "uniform mat4 BackgroundTexMatrix;\n" - "#endif\n" - "uniform mat4 ModelViewMatrix;\n" - "void main(void)\n" - "{\n" - " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - " gl_FrontColor = gl_Color;\n" - " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n" - "#endif\n" - "\n" - " // transform unnormalized eye direction into tangent space\n" - "#ifdef USEOFFSETMAPPING\n" - " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" - " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" - " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" - " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" - "#endif\n" - "\n" - " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n" - " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n" - " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n" - " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" - "}\n" - "#endif // VERTEX_SHADER\n" - "\n" - "#ifdef FRAGMENT_SHADER\n" - "void main(void)\n" - "{\n" - "#ifdef USEOFFSETMAPPING\n" - " // apply offsetmapping\n" - " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" - "#define TexCoord TexCoordOffset\n" - "#endif\n" - "\n" - "#ifdef USEALPHAKILL\n" - " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n" - " discard;\n" - "#endif\n" - "\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - " float alpha = texture2D(Texture_Color, TexCoord).a;\n" - " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n" - " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n" - " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n" - "#endif\n" - "\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n" - " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n" - "#else\n" - " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n" - " float a = texture2D(Texture_Gloss, TexCoord).a;\n" - "#endif\n" - "\n" - " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n" - "}\n" - "#endif // FRAGMENT_SHADER\n" - "#else // !MODE_DEFERREDGEOMETRY\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_DEFERREDLIGHTSOURCE\n" - "#ifdef VERTEX_SHADER\n" - "uniform mat4 ModelViewMatrix;\n" - "void main(void)\n" - "{\n" - " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n" - " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" - "}\n" - "#endif // VERTEX_SHADER\n" - "\n" - "#ifdef FRAGMENT_SHADER\n" - "uniform mat4 ViewToLight;\n" - "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n" - "uniform vec2 ScreenToDepth;\n" - "uniform myhalf3 DeferredColor_Ambient;\n" - "uniform myhalf3 DeferredColor_Diffuse;\n" - "#ifdef USESPECULAR\n" - "uniform myhalf3 DeferredColor_Specular;\n" - "uniform myhalf SpecularPower;\n" - "#endif\n" - "uniform myhalf2 PixelToScreenTexCoord;\n" - "void main(void)\n" - "{\n" - " // calculate viewspace pixel position\n" - " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n" - " vec3 position;\n" - " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n" - " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n" - " // decode viewspace pixel normal\n" - " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n" - " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n" - " // surfacenormal = pixel normal in viewspace\n" - " // LightVector = pixel to light in viewspace\n" - " // CubeVector = position in lightspace\n" - " // eyevector = pixel to view in viewspace\n" - " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n" - " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" - "#ifdef USEDIFFUSE\n" - " // calculate diffuse shading\n" - " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n" - " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" - "#endif\n" - "#ifdef USESPECULAR\n" - " // calculate directional shading\n" - " vec3 eyevector = position * -1.0;\n" - "# ifdef USEEXACTSPECULARMATH\n" - " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n" - "# else\n" - " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n" - " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n" - "# endif\n" - "#endif\n" - "\n" - "#if defined(USESHADOWMAP2D)\n" - " fade *= ShadowMapCompare(CubeVector);\n" - "#endif\n" - "\n" - "#ifdef USEDIFFUSE\n" - " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n" - "#else\n" - " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n" - "#endif\n" - "#ifdef USESPECULAR\n" - " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n" - "#else\n" - " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n" - "#endif\n" - "\n" - "# ifdef USECUBEFILTER\n" - " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n" - " gl_FragData[0].rgb *= cubecolor;\n" - " gl_FragData[1].rgb *= cubecolor;\n" - "# endif\n" - "}\n" - "#endif // FRAGMENT_SHADER\n" - "#else // !MODE_DEFERREDLIGHTSOURCE\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef VERTEX_SHADER\n" - "uniform mat4 TexMatrix;\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - "uniform mat4 BackgroundTexMatrix;\n" - "#endif\n" - "#ifdef MODE_LIGHTSOURCE\n" - "uniform mat4 ModelToLight;\n" - "#endif\n" - "#ifdef USESHADOWMAPORTHO\n" - "uniform mat4 ShadowMapMatrix;\n" - "#endif\n" - "void main(void)\n" - "{\n" - "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n" - " gl_FrontColor = gl_Color;\n" - "#endif\n" - " // copy the surface texcoord\n" - " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n" - "#endif\n" - "#ifdef USELIGHTMAP\n" - " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n" - "#endif\n" - "\n" - "#ifdef MODE_LIGHTSOURCE\n" - " // transform vertex position into light attenuation/cubemap space\n" - " // (-1 to +1 across the light box)\n" - " CubeVector = vec3(ModelToLight * gl_Vertex);\n" - "\n" - "# ifdef USEDIFFUSE\n" - " // transform unnormalized light direction into tangent space\n" - " // (we use unnormalized to ensure that it interpolates correctly and then\n" - " // normalize it per pixel)\n" - " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" - " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" - " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" - " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" - "# endif\n" - "#endif\n" - "\n" - "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n" - " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n" - " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n" - " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n" - "#endif\n" - "\n" - " // transform unnormalized eye direction into tangent space\n" - "#ifdef USEEYEVECTOR\n" - " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" - " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" - " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" - " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" - "#endif\n" - "\n" - "#ifdef USEFOG\n" - " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n" - " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n" - "#endif\n" - "\n" - "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n" - " VectorS = gl_MultiTexCoord1.xyz;\n" - " VectorT = gl_MultiTexCoord2.xyz;\n" - " VectorR = gl_MultiTexCoord3.xyz;\n" - "#endif\n" - "\n" - " // transform vertex to camera space, using ftransform to match non-VS rendering\n" - " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" - "\n" - "#ifdef USESHADOWMAPORTHO\n" - " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n" - "#endif\n" - "\n" - "#ifdef USEREFLECTION\n" - " ModelViewProjectionPosition = gl_Position;\n" - "#endif\n" - "}\n" - "#endif // VERTEX_SHADER\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef FRAGMENT_SHADER\n" - "#ifdef USEDEFERREDLIGHTMAP\n" - "uniform myhalf2 PixelToScreenTexCoord;\n" - "uniform myhalf3 DeferredMod_Diffuse;\n" - "uniform myhalf3 DeferredMod_Specular;\n" - "#endif\n" - "uniform myhalf3 Color_Ambient;\n" - "uniform myhalf3 Color_Diffuse;\n" - "uniform myhalf3 Color_Specular;\n" - "uniform myhalf SpecularPower;\n" - "#ifdef USEGLOW\n" - "uniform myhalf3 Color_Glow;\n" - "#endif\n" - "uniform myhalf Alpha;\n" - "#ifdef USEREFLECTION\n" - "uniform vec4 DistortScaleRefractReflect;\n" - "uniform vec4 ScreenScaleRefractReflect;\n" - "uniform vec4 ScreenCenterRefractReflect;\n" - "uniform myhalf4 ReflectColor;\n" - "#endif\n" - "#ifdef USEREFLECTCUBE\n" - "uniform mat4 ModelToReflectCube;\n" - "uniform sampler2D Texture_ReflectMask;\n" - "uniform samplerCube Texture_ReflectCube;\n" - "#endif\n" - "#ifdef MODE_LIGHTDIRECTION\n" - "uniform myhalf3 LightColor;\n" - "#endif\n" - "#ifdef MODE_LIGHTSOURCE\n" - "uniform myhalf3 LightColor;\n" - "#endif\n" - "void main(void)\n" - "{\n" - "#ifdef USEOFFSETMAPPING\n" - " // apply offsetmapping\n" - " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" - "#define TexCoord TexCoordOffset\n" - "#endif\n" - "\n" - " // combine the diffuse textures (base, pants, shirt)\n" - " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n" - "#ifdef USEALPHAKILL\n" - " if (color.a < 0.5)\n" - " discard;\n" - "#endif\n" - " color.a *= Alpha;\n" - "#ifdef USECOLORMAPPING\n" - " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n" - "#endif\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n" - " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n" - " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n" - " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n" - " color.a = 1.0;\n" - " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n" - "#endif\n" - "\n" - " // get the surface normal\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n" - "#else\n" - " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n" - "#endif\n" - "\n" - " // get the material colors\n" - " myhalf3 diffusetex = color.rgb;\n" - "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" - "# ifdef USEVERTEXTEXTUREBLEND\n" - " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n" - "# else\n" - " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n" - "# endif\n" - "#endif\n" - "\n" - "#ifdef USEREFLECTCUBE\n" - " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n" - " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n" - " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n" - " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n" - "#endif\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_LIGHTSOURCE\n" - " // light source\n" - "#ifdef USEDIFFUSE\n" - " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n" - " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" - " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n" - "#ifdef USESPECULAR\n" - "#ifdef USEEXACTSPECULARMATH\n" - " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n" - "#else\n" - " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n" - " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n" - "#endif\n" - " color.rgb += glosstex.rgb * (specular * Color_Specular);\n" - "#endif\n" - "#else\n" - " color.rgb = diffusetex * Color_Ambient;\n" - "#endif\n" - " color.rgb *= LightColor;\n" - " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" - "#if defined(USESHADOWMAP2D)\n" - " color.rgb *= ShadowMapCompare(CubeVector);\n" - "#endif\n" - "# ifdef USECUBEFILTER\n" - " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n" - "# endif\n" - "#endif // MODE_LIGHTSOURCE\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_LIGHTDIRECTION\n" - "#define SHADING\n" - "#ifdef USEDIFFUSE\n" - " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n" - "#endif\n" - "#define lightcolor LightColor\n" - "#endif // MODE_LIGHTDIRECTION\n" - "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" - "#define SHADING\n" - " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n" - " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" - " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n" - " // convert modelspace light vector to tangentspace\n" - " myhalf3 lightnormal;\n" - " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n" - " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n" - " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n" - " lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n" - " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n" - " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n" - " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n" - " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n" - " // to map the luxels to coordinates on the draw surfaces), which also causes\n" - " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n" - " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n" - " // nudge is done here at expense of some additional fps. This is ONLY needed for\n" - " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n" - " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n" - "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" - "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" - "#define SHADING\n" - " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n" - " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" - " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n" - "#endif\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_FAKELIGHT\n" - "#define SHADING\n" - "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n" - "myhalf3 lightcolor = myhalf3(1.0);\n" - "#endif // MODE_FAKELIGHT\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_LIGHTMAP\n" - " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n" - "#endif // MODE_LIGHTMAP\n" - "#ifdef MODE_VERTEXCOLOR\n" - " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n" - "#endif // MODE_VERTEXCOLOR\n" - "#ifdef MODE_FLATCOLOR\n" - " color.rgb = diffusetex * Color_Ambient;\n" - "#endif // MODE_FLATCOLOR\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef SHADING\n" - "# ifdef USEDIFFUSE\n" - " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" - "# ifdef USESPECULAR\n" - "# ifdef USEEXACTSPECULARMATH\n" - " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n" - "# else\n" - " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n" - " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n" - "# endif\n" - " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n" - "# else\n" - " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n" - "# endif\n" - "# else\n" - " color.rgb = diffusetex * Color_Ambient;\n" - "# endif\n" - "#endif\n" - "\n" - "#ifdef USESHADOWMAPORTHO\n" - " color.rgb *= ShadowMapCompare(ShadowMapTC);\n" - "#endif\n" - "\n" - "#ifdef USEDEFERREDLIGHTMAP\n" - " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n" - " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n" - " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n" - "#endif\n" - "\n" - "#ifdef USEGLOW\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n" - "#else\n" - " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n" - "#endif\n" - "#endif\n" - "\n" - "#ifdef USEFOG\n" - " color.rgb = FogVertex(color.rgb);\n" - "#endif\n" - "\n" - " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n" - "#ifdef USEREFLECTION\n" - " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" - " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" - " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n" - " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\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" - " // Remove this 'ack once we have a better way to stop this thing from\n" - " // 'appening.\n" - " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" - " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" - " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" - " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" - " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" - " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n" - "#endif\n" - "\n" - " gl_FragColor = vec4(color);\n" - "}\n" - "#endif // FRAGMENT_SHADER\n" - "\n" - "#endif // !MODE_DEFERREDLIGHTSOURCE\n" - "#endif // !MODE_DEFERREDGEOMETRY\n" - "#endif // !MODE_WATER\n" - "#endif // !MODE_REFRACTION\n" - "#endif // !MODE_BLOOMBLUR\n" - "#endif // !MODE_GENERIC\n" - "#endif // !MODE_POSTPROCESS\n" - "#endif // !MODE_SHOWDEPTH\n" - "#endif // !MODE_DEPTH_OR_SHADOW\n" -#include "shader_glsl.h" --; - - /* - ========================================================================================================================================================= - - - - ========================================================================================================================================================= - - - - ========================================================================================================================================================= - - - - ========================================================================================================================================================= - - - - ========================================================================================================================================================= - - - - ========================================================================================================================================================= - - - - ========================================================================================================================================================= - */ -- - const char *builtincgshaderstring = - "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" - "// written by Forest 'LordHavoc' Hale\n" - "// shadowmapping enhancements by Lee 'eihrul' Salzman\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" - "#endif\n" - "\n" - "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n" - "# define USEFOG\n" - "#endif\n" - "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" - "#define USELIGHTMAP\n" - "#endif\n" - "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n" - "#define USEEYEVECTOR\n" - "#endif\n" - "\n" - "#ifdef FRAGMENT_SHADER\n" - "#ifdef HLSL\n" - "//#undef USESHADOWMAPPCF\n" - "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n" - "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n" - "#else\n" - "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n" - "#endif\n" - "#endif\n" - "\n" - "#ifdef MODE_DEPTH_OR_SHADOW\n" - "#ifdef VERTEX_SHADER\n" - "void main\n" - "(\n" - "float4 gl_Vertex : POSITION,\n" - "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" - "out float4 gl_Position : POSITION,\n" - "out float Depth : TEXCOORD0\n" - ")\n" - "{\n" - " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" - " Depth = gl_Position.z;\n" - "}\n" - "#endif\n" - "\n" - "#ifdef FRAGMENT_SHADER\n" - "void main\n" - "(\n" - "float Depth : TEXCOORD0,\n" - "out float4 gl_FragColor : COLOR\n" - ")\n" - "{\n" - "// float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n" - " float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n" - " temp.yz -= floor(temp.yz);\n" - " gl_FragColor = temp;\n" - "// gl_FragColor = float4(Depth,0,0,0);\n" - "}\n" - "#endif\n" - "#else // !MODE_DEPTH_ORSHADOW\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_SHOWDEPTH\n" - "#ifdef VERTEX_SHADER\n" - "void main\n" - "(\n" - "float4 gl_Vertex : POSITION,\n" - "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" - "out float4 gl_Position : POSITION,\n" - "out float4 gl_FrontColor : COLOR0\n" - ")\n" - "{\n" - " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" - " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n" - "}\n" - "#endif\n" - "\n" - "#ifdef FRAGMENT_SHADER\n" - "void main\n" - "(\n" - "float4 gl_FrontColor : COLOR0,\n" - "out float4 gl_FragColor : COLOR\n" - ")\n" - "{\n" - " gl_FragColor = gl_FrontColor;\n" - "}\n" - "#endif\n" - "#else // !MODE_SHOWDEPTH\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_POSTPROCESS\n" - "\n" - "#ifdef VERTEX_SHADER\n" - "void main\n" - "(\n" - "float4 gl_Vertex : POSITION,\n" - "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" - "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" - "float4 gl_MultiTexCoord4 : TEXCOORD4,\n" - "out float4 gl_Position : POSITION,\n" - "out float2 TexCoord1 : TEXCOORD0,\n" - "out float2 TexCoord2 : TEXCOORD1\n" - ")\n" - "{\n" - " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" - " TexCoord1 = gl_MultiTexCoord0.xy;\n" - "#ifdef USEBLOOM\n" - " TexCoord2 = gl_MultiTexCoord4.xy;\n" - "#endif\n" - "}\n" - "#endif\n" - "\n" - "#ifdef FRAGMENT_SHADER\n" - "void main\n" - "(\n" - "float2 TexCoord1 : TEXCOORD0,\n" - "float2 TexCoord2 : TEXCOORD1,\n" - "uniform sampler Texture_First : register(s0),\n" - "#ifdef USEBLOOM\n" - "uniform sampler Texture_Second : register(s1),\n" - "#endif\n" - "#ifdef USEGAMMARAMPS\n" - "uniform sampler Texture_GammaRamps : register(s2),\n" - "#endif\n" - "#ifdef USESATURATION\n" - "uniform float Saturation : register(c30),\n" - "#endif\n" - "#ifdef USEVIEWTINT\n" - "uniform float4 ViewTintColor : register(c41),\n" - "#endif\n" - "uniform float4 UserVec1 : register(c37),\n" - "uniform float4 UserVec2 : register(c38),\n" - "uniform float4 UserVec3 : register(c39),\n" - "uniform float4 UserVec4 : register(c40),\n" - "uniform float ClientTime : register(c2),\n" - "uniform float2 PixelSize : register(c25),\n" - "uniform float4 BloomColorSubtract : register(c43),\n" - "out float4 gl_FragColor : COLOR\n" - ")\n" - "{\n" - " gl_FragColor = tex2D(Texture_First, TexCoord1);\n" - "#ifdef USEBLOOM\n" - " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n" - "#endif\n" - "#ifdef USEVIEWTINT\n" - " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n" - "#endif\n" - "\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" - " float sobel = 1.0;\n" - " // float2 ts = textureSize(Texture_First, 0);\n" - " // float2 px = float2(1/ts.x, 1/ts.y);\n" - " float2 px = PixelSize;\n" - " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n" - " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n" - " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n" - " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n" - " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n" - " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n" - " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n" - " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n" - " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n" - " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n" - " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n" - " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n" - " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n" - " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n" - " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n" - " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n" - " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n" - " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n" - " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n" - " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n" - " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n" - " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n" - " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n" - " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n" - " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n" - " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n" - " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n" - " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n" - " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n" - " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n" - " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n" - " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n" - "#endif\n" - "\n" - "#ifdef USESATURATION\n" - " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n" - " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n" - " // 'vampire sight' effect, wheres red is compensated\n" - " #ifdef SATURATION_REDCOMPENSATE\n" - " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n" - " gl_FragColor.rgb = mix(float3(y,y,y), gl_FragColor.rgb, Saturation);\n" - " gl_FragColor.r += r;\n" - " #else\n" - " // normal desaturation\n" - " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n" - " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n" - " #endif\n" - "#endif\n" - "\n" - "#ifdef USEGAMMARAMPS\n" - " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n" - " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n" - " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n" - "#endif\n" - "}\n" - "#endif\n" - "#else // !MODE_POSTPROCESS\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_GENERIC\n" - "#ifdef VERTEX_SHADER\n" - "void main\n" - "(\n" - "float4 gl_Vertex : POSITION,\n" - "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" - "float4 gl_Color : COLOR0,\n" - "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" - "float4 gl_MultiTexCoord1 : TEXCOORD1,\n" - "out float4 gl_Position : POSITION,\n" - "#ifdef USEDIFFUSE\n" - "out float2 TexCoord1 : TEXCOORD0,\n" - "#endif\n" - "#ifdef USESPECULAR\n" - "out float2 TexCoord2 : TEXCOORD1,\n" - "#endif\n" - "out float4 gl_FrontColor : COLOR\n" - ")\n" - "{\n" - "#ifdef HLSL\n" - " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n" - "#else\n" - " gl_FrontColor = gl_Color; // Cg is forward\n" - "#endif\n" - "#ifdef USEDIFFUSE\n" - " TexCoord1 = gl_MultiTexCoord0.xy;\n" - "#endif\n" - "#ifdef USESPECULAR\n" - " TexCoord2 = gl_MultiTexCoord1.xy;\n" - "#endif\n" - " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" - "}\n" - "#endif\n" - "\n" - "#ifdef FRAGMENT_SHADER\n" - "\n" - "void main\n" - "(\n" - "float4 gl_FrontColor : COLOR0,\n" - "float2 TexCoord1 : TEXCOORD0,\n" - "float2 TexCoord2 : TEXCOORD1,\n" - "#ifdef USEDIFFUSE\n" - "uniform sampler Texture_First : register(s0),\n" - "#endif\n" - "#ifdef USESPECULAR\n" - "uniform sampler Texture_Second : register(s1),\n" - "#endif\n" - "out float4 gl_FragColor : COLOR\n" - ")\n" - "{\n" - "#ifdef USEVIEWTINT\n" - " gl_FragColor = gl_FrontColor;\n" - "#else\n" - " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n" - "#endif\n" - "#ifdef USEDIFFUSE\n" - " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n" - "#endif\n" - "\n" - "#ifdef USESPECULAR\n" - " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n" - "# ifdef USECOLORMAPPING\n" - " gl_FragColor *= tex2;\n" - "# endif\n" - "# ifdef USEGLOW\n" - " gl_FragColor += tex2;\n" - "# endif\n" - "# ifdef USEVERTEXTEXTUREBLEND\n" - " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n" - "# endif\n" - "#endif\n" - "}\n" - "#endif\n" - "#else // !MODE_GENERIC\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_BLOOMBLUR\n" - "#ifdef VERTEX_SHADER\n" - "void main\n" - "(\n" - "float4 gl_Vertex : POSITION,\n" - "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" - "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" - "out float4 gl_Position : POSITION,\n" - "out float2 TexCoord : TEXCOORD0\n" - ")\n" - "{\n" - " TexCoord = gl_MultiTexCoord0.xy;\n" - " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" - "}\n" - "#endif\n" - "\n" - "#ifdef FRAGMENT_SHADER\n" - "\n" - "void main\n" - "(\n" - "float2 TexCoord : TEXCOORD0,\n" - "uniform sampler Texture_First : register(s0),\n" - "uniform float4 BloomBlur_Parameters : register(c1),\n" - "out float4 gl_FragColor : COLOR\n" - ")\n" - "{\n" - " int i;\n" - " float2 tc = TexCoord;\n" - " float3 color = tex2D(Texture_First, tc).rgb;\n" - " tc += BloomBlur_Parameters.xy;\n" - " for (i = 1;i < SAMPLES;i++)\n" - " {\n" - " color += tex2D(Texture_First, tc).rgb;\n" - " tc += BloomBlur_Parameters.xy;\n" - " }\n" - " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n" - "}\n" - "#endif\n" - "#else // !MODE_BLOOMBLUR\n" - "#ifdef MODE_REFRACTION\n" - "#ifdef VERTEX_SHADER\n" - "void main\n" - "(\n" - "float4 gl_Vertex : POSITION,\n" - "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" - "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" - "uniform float4x4 TexMatrix : register(c0),\n" - "uniform float3 EyePosition : register(c24),\n" - "out float4 gl_Position : POSITION,\n" - "out float2 TexCoord : TEXCOORD0,\n" - "out float3 EyeVector : TEXCOORD1,\n" - "out float4 ModelViewProjectionPosition : TEXCOORD2\n" - ")\n" - "{\n" - " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n" - " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" - " ModelViewProjectionPosition = gl_Position;\n" - "}\n" - "#endif\n" - "\n" - "#ifdef FRAGMENT_SHADER\n" - "void main\n" - "(\n" - "float2 TexCoord : TEXCOORD0,\n" - "float3 EyeVector : TEXCOORD1,\n" - "float4 ModelViewProjectionPosition : TEXCOORD2,\n" - "uniform sampler Texture_Normal : register(s0),\n" - "uniform sampler Texture_Refraction : register(s3),\n" - "uniform sampler Texture_Reflection : register(s7),\n" - "uniform float4 DistortScaleRefractReflect : register(c14),\n" - "uniform float4 ScreenScaleRefractReflect : register(c32),\n" - "uniform float4 ScreenCenterRefractReflect : register(c31),\n" - "uniform float4 RefractColor : register(c29),\n" - "out float4 gl_FragColor : COLOR\n" - ")\n" - "{\n" - " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" - " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" - " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" - " float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy;\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" - " // Remove this 'ack once we have a better way to stop this thing from\n" - " // 'appening.\n" - " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n" - " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n" - " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n" - " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n" - " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n" - " gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n" - "}\n" - "#endif\n" - "#else // !MODE_REFRACTION\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_WATER\n" - "#ifdef VERTEX_SHADER\n" - "\n" - "void main\n" - "(\n" - "float4 gl_Vertex : POSITION,\n" - "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" - "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" - "float4 gl_MultiTexCoord1 : TEXCOORD1,\n" - "float4 gl_MultiTexCoord2 : TEXCOORD2,\n" - "float4 gl_MultiTexCoord3 : TEXCOORD3,\n" - "uniform float4x4 TexMatrix : register(c0),\n" - "uniform float3 EyePosition : register(c24),\n" - "out float4 gl_Position : POSITION,\n" - "out float2 TexCoord : TEXCOORD0,\n" - "out float3 EyeVector : TEXCOORD1,\n" - "out float4 ModelViewProjectionPosition : TEXCOORD2\n" - ")\n" - "{\n" - " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n" - " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" - " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" - " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" - " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" - " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" - " ModelViewProjectionPosition = gl_Position;\n" - "}\n" - "#endif\n" - "\n" - "#ifdef FRAGMENT_SHADER\n" - "void main\n" - "(\n" - "float2 TexCoord : TEXCOORD0,\n" - "float3 EyeVector : TEXCOORD1,\n" - "float4 ModelViewProjectionPosition : TEXCOORD2,\n" - "uniform sampler Texture_Normal : register(s0),\n" - "uniform sampler Texture_Refraction : register(s3),\n" - "uniform sampler Texture_Reflection : register(s7),\n" - "uniform float4 DistortScaleRefractReflect : register(c14),\n" - "uniform float4 ScreenScaleRefractReflect : register(c32),\n" - "uniform float4 ScreenCenterRefractReflect : register(c31),\n" - "uniform float4 RefractColor : register(c29),\n" - "uniform float4 ReflectColor : register(c26),\n" - "uniform float ReflectFactor : register(c27),\n" - "uniform float ReflectOffset : register(c28),\n" - "out float4 gl_FragColor : COLOR\n" - ")\n" - "{\n" - " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" - " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" - " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" - " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n" - " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\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" - " // Remove this 'ack once we have a better way to stop this thing from\n" - " // 'appening.\n" - " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n" - " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n" - " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n" - " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n" - " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n" - " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n" - " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n" - " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n" - " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n" - " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n" - " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n" - " gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n" - "}\n" - "#endif\n" - "#else // !MODE_WATER\n" - "\n" - "\n" - "\n" - "\n" - "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n" - "\n" - "// fragment shader specific:\n" - "#ifdef FRAGMENT_SHADER\n" - "\n" - "#ifdef USEFOG\n" - "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n" - "{\n" - " float fogfrac;\n" - "#ifdef USEFOGHEIGHTTEXTURE\n" - " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n" - " fogfrac = fogheightpixel.a;\n" - " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(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" - "# else\n" - " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n" - "# endif\n" - " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n" - "#endif\n" - "}\n" - "#endif\n" - "\n" - "#ifdef USEOFFSETMAPPING\n" - "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n" - "{\n" - "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" - " // 14 sample relief mapping: linear search and then binary search\n" - " // this basically steps forward a small amount repeatedly until it finds\n" - " // itself inside solid, then jitters forward and back using decreasing\n" - " // amounts to find the impact\n" - " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n" - " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n" - " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n" - " float3 RT = float3(TexCoord, 1);\n" - " OffsetVector *= 0.1;\n" - " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" - " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" - " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" - " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" - " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" - " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" - " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" - " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" - " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" - " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n" - " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n" - " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n" - " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n" - " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n" - " return RT.xy;\n" - "#else\n" - " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n" - " // this basically moves forward the full distance, and then backs up based\n" - " // on height of samples\n" - " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n" - " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n" - " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n" - " TexCoord += OffsetVector;\n" - " OffsetVector *= 0.333;\n" - " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n" - " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n" - " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n" - " return TexCoord;\n" - "#endif\n" - "}\n" - "#endif // USEOFFSETMAPPING\n" - "\n" - "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n" - "#if defined(USESHADOWMAP2D)\n" - "# ifdef USESHADOWMAPORTHO\n" - "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n" - "# else\n" - "# ifdef USESHADOWMAPVSDCT\n" - "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n" - "{\n" - " float3 adir = abs(dir);\n" - " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n" - " float4 proj = texCUBE(Texture_CubeProjection, dir);\n" - " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n" - "}\n" - "# else\n" - "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n" - "{\n" - " float3 adir = abs(dir);\n" - " float ma = adir.z;\n" - " float4 proj = float4(dir, 2.5);\n" - " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n" - " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n" - "#ifdef HLSL\n" - " return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n" - "#else\n" - " float2 aparams = ShadowMap_Parameters.xy / ma;\n" - " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n" - "#endif\n" - "}\n" - "# endif\n" - "# endif\n" - "#endif // defined(USESHADOWMAP2D)\n" - "\n" - "# ifdef USESHADOWMAP2D\n" - "#ifdef USESHADOWMAPVSDCT\n" - "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n" - "#else\n" - "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n" - "#endif\n" - "{\n" - "#ifdef USESHADOWMAPVSDCT\n" - " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n" - "#else\n" - " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n" - "#endif\n" - " float f;\n" - "\n" - "# ifdef USESHADOWSAMPLER\n" - "# ifdef USESHADOWMAPPCF\n" - "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n" - " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n" - " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n" - "# else\n" - " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n" - "# endif\n" - "# else\n" - "# ifdef USESHADOWMAPPCF\n" - "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n" - "# ifdef GL_ARB_texture_gather\n" - "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n" - "# else\n" - "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n" - "# endif\n" - " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n" - "# if USESHADOWMAPPCF > 1\n" - " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n" - " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n" - " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n" - " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n" - " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n" - " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n" - " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n" - " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n" - " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n" - " float4 locols = float4(group1.ab, group3.ab);\n" - " float4 hicols = float4(group7.rg, group9.rg);\n" - " locols.yz += group2.ab;\n" - " hicols.yz += group8.rg;\n" - " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n" - " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n" - " lerp(locols, hicols, offset.y);\n" - " float4 cols = group5 + float4(group2.rg, group8.ab);\n" - " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n" - " f = dot(cols, float4(1.0/25.0));\n" - "# else\n" - " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n" - " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n" - " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n" - " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n" - " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n" - " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n" - " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n" - "# endif\n" - "# else\n" - "# ifdef GL_EXT_gpu_shader4\n" - "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n" - "# else\n" - "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n" - "# endif\n" - "# if USESHADOWMAPPCF > 1\n" - " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n" - " center *= ShadowMap_TextureScale;\n" - " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n" - " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n" - " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n" - " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n" - " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n" - " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n" - "# else\n" - " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n" - " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n" - " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n" - " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n" - " float3 cols = row2 + lerp(row1, row3, offset.y);\n" - " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n" - "# endif\n" - "# endif\n" - "# else\n" - " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n" - "# endif\n" - "# endif\n" - "# ifdef USESHADOWMAPORTHO\n" - " return lerp(ShadowMap_Parameters.w, 1.0, f);\n" - "# else\n" - " return f;\n" - "# endif\n" - "}\n" - "# endif\n" - "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n" - "#endif // FRAGMENT_SHADER\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_DEFERREDGEOMETRY\n" - "#ifdef VERTEX_SHADER\n" - "void main\n" - "(\n" - "float4 gl_Vertex : POSITION,\n" - "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - "float4 gl_Color : COLOR0,\n" - "#endif\n" - "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" - "float4 gl_MultiTexCoord1 : TEXCOORD1,\n" - "float4 gl_MultiTexCoord2 : TEXCOORD2,\n" - "float4 gl_MultiTexCoord3 : TEXCOORD3,\n" - "uniform float4x4 TexMatrix : register(c0),\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - "uniform float4x4 BackgroundTexMatrix : register(c4),\n" - "#endif\n" - "uniform float4x4 ModelViewMatrix : register(c12),\n" - "#ifdef USEOFFSETMAPPING\n" - "uniform float3 EyePosition : register(c24),\n" - "#endif\n" - "out float4 gl_Position : POSITION,\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - "out float4 gl_FrontColor : COLOR,\n" - "#endif\n" - "out float4 TexCoordBoth : TEXCOORD0,\n" - "#ifdef USEOFFSETMAPPING\n" - "out float3 EyeVector : TEXCOORD2,\n" - "#endif\n" - "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" - "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" - "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n" - ")\n" - "{\n" - " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - "#ifdef HLSL\n" - " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n" - "#else\n" - " gl_FrontColor = gl_Color; // Cg is forward\n" - "#endif\n" - " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n" - "#endif\n" - "\n" - " // transform unnormalized eye direction into tangent space\n" - "#ifdef USEOFFSETMAPPING\n" - " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" - " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" - " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" - " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" - "#endif\n" - "\n" - " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n" - " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n" - " VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n" - " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" - " VectorR.w = gl_Position.z;\n" - "}\n" - "#endif // VERTEX_SHADER\n" - "\n" - "#ifdef FRAGMENT_SHADER\n" - "void main\n" - "(\n" - "float4 TexCoordBoth : TEXCOORD0,\n" - "float3 EyeVector : TEXCOORD2,\n" - "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" - "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" - "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n" - "uniform sampler Texture_Normal : register(s0),\n" - "#ifdef USEALPHAKILL\n" - "uniform sampler Texture_Color : register(s1),\n" - "#endif\n" - "uniform sampler Texture_Gloss : register(s2),\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - "uniform sampler Texture_SecondaryNormal : register(s4),\n" - "uniform sampler Texture_SecondaryGloss : register(s6),\n" - "#endif\n" - "#ifdef USEOFFSETMAPPING\n" - "uniform float OffsetMapping_Scale : register(c24),\n" - "#endif\n" - "uniform half SpecularPower : register(c36),\n" - "#ifdef HLSL\n" - "out float4 gl_FragData0 : COLOR0,\n" - "out float4 gl_FragData1 : COLOR1\n" - "#else\n" - "out float4 gl_FragColor : COLOR\n" - "#endif\n" - ")\n" - "{\n" - " float2 TexCoord = TexCoordBoth.xy;\n" - "#ifdef USEOFFSETMAPPING\n" - " // apply offsetmapping\n" - " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n" - "#define TexCoord TexCoordOffset\n" - "#endif\n" - "\n" - "#ifdef USEALPHAKILL\n" - " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n" - " discard;\n" - "#endif\n" - "\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - " float alpha = tex2D(Texture_Color, TexCoord).a;\n" - " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n" - " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n" - " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n" - "#endif\n" - "\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n" - " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n" - "#else\n" - " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n" - " float a = tex2D(Texture_Gloss, TexCoord).a;\n" - "#endif\n" - "\n" - "#ifdef HLSL\n" - " gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n" - " float Depth = VectorR.w / 256.0;\n" - " float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n" - "// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n" - " depthcolor.yz -= floor(depthcolor.yz);\n" - " gl_FragData1 = depthcolor;\n" - "#else\n" - " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n" - "#endif\n" - "}\n" - "#endif // FRAGMENT_SHADER\n" - "#else // !MODE_DEFERREDGEOMETRY\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_DEFERREDLIGHTSOURCE\n" - "#ifdef VERTEX_SHADER\n" - "void main\n" - "(\n" - "float4 gl_Vertex : POSITION,\n" - "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" - "uniform float4x4 ModelViewMatrix : register(c12),\n" - "out float4 gl_Position : POSITION,\n" - "out float4 ModelViewPosition : TEXCOORD0\n" - ")\n" - "{\n" - " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n" - " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" - "}\n" - "#endif // VERTEX_SHADER\n" - "\n" - "#ifdef FRAGMENT_SHADER\n" - "void main\n" - "(\n" - "#ifdef HLSL\n" - "float2 Pixel : VPOS,\n" - "#else\n" - "float2 Pixel : WPOS,\n" - "#endif\n" - "float4 ModelViewPosition : TEXCOORD0,\n" - "uniform float4x4 ViewToLight : register(c44),\n" - "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n" - "uniform float3 LightPosition : register(c23),\n" - "uniform half2 PixelToScreenTexCoord : register(c42),\n" - "uniform half3 DeferredColor_Ambient : register(c9),\n" - "uniform half3 DeferredColor_Diffuse : register(c10),\n" - "#ifdef USESPECULAR\n" - "uniform half3 DeferredColor_Specular : register(c11),\n" - "uniform half SpecularPower : register(c36),\n" - "#endif\n" - "uniform sampler Texture_Attenuation : register(s9),\n" - "uniform sampler Texture_ScreenDepth : register(s13),\n" - "uniform sampler Texture_ScreenNormalMap : register(s14),\n" - "\n" - "#ifdef USECUBEFILTER\n" - "uniform samplerCUBE Texture_Cube : register(s10),\n" - "#endif\n" - "\n" - "#ifdef USESHADOWMAP2D\n" - "# ifdef USESHADOWSAMPLER\n" - "uniform sampler Texture_ShadowMap2D : register(s15),\n" - "# else\n" - "uniform sampler Texture_ShadowMap2D : register(s15),\n" - "# endif\n" - "#endif\n" - "\n" - "#ifdef USESHADOWMAPVSDCT\n" - "uniform samplerCUBE Texture_CubeProjection : register(s12),\n" - "#endif\n" - "\n" - "#if defined(USESHADOWMAP2D)\n" - "uniform float2 ShadowMap_TextureScale : register(c35),\n" - "uniform float4 ShadowMap_Parameters : register(c34),\n" - "#endif\n" - "\n" - "out float4 gl_FragData0 : COLOR0,\n" - "out float4 gl_FragData1 : COLOR1\n" - ")\n" - "{\n" - " // calculate viewspace pixel position\n" - " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n" - " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n" - " float3 position;\n" - "#ifdef HLSL\n" - " position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n" - "#else\n" - " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n" - "#endif\n" - " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n" - " // decode viewspace pixel normal\n" - " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n" - " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n" - " // surfacenormal = pixel normal in viewspace\n" - " // LightVector = pixel to light in viewspace\n" - " // CubeVector = position in lightspace\n" - " // eyevector = pixel to view in viewspace\n" - " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n" - " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n" - "#ifdef USEDIFFUSE\n" - " // calculate diffuse shading\n" - " half3 lightnormal = half3(normalize(LightPosition - position));\n" - " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" - "#endif\n" - "#ifdef USESPECULAR\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, 0.0)), 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)), 0.0)), SpecularPower * normalmap.a));\n" - "# endif\n" - "#endif\n" - "\n" - "#if defined(USESHADOWMAP2D)\n" - " fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n" - "#ifdef USESHADOWMAPVSDCT\n" - ", Texture_CubeProjection\n" - "#endif\n" - " ));\n" - "#endif\n" - "\n" - "#ifdef USEDIFFUSE\n" - " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n" - "#else\n" - " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n" - "#endif\n" - "#ifdef USESPECULAR\n" - " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n" - "#else\n" - " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n" - "#endif\n" - "\n" - "# ifdef USECUBEFILTER\n" - " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n" - " gl_FragData0.rgb *= cubecolor;\n" - " gl_FragData1.rgb *= cubecolor;\n" - "# endif\n" - "}\n" - "#endif // FRAGMENT_SHADER\n" - "#else // !MODE_DEFERREDLIGHTSOURCE\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef VERTEX_SHADER\n" - "void main\n" - "(\n" - "float4 gl_Vertex : POSITION,\n" - "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" - "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n" - "float4 gl_Color : COLOR0,\n" - "#endif\n" - "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" - "float4 gl_MultiTexCoord1 : TEXCOORD1,\n" - "float4 gl_MultiTexCoord2 : TEXCOORD2,\n" - "float4 gl_MultiTexCoord3 : TEXCOORD3,\n" - "float4 gl_MultiTexCoord4 : TEXCOORD4,\n" - "\n" - "uniform float3 EyePosition : register(c24),\n" - "uniform float4x4 TexMatrix : register(c0),\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - "uniform float4x4 BackgroundTexMatrix : register(c4),\n" - "#endif\n" - "#ifdef MODE_LIGHTSOURCE\n" - "uniform float4x4 ModelToLight : register(c20),\n" - "#endif\n" - "#ifdef MODE_LIGHTSOURCE\n" - "uniform float3 LightPosition : register(c27),\n" - "#endif\n" - "#ifdef MODE_LIGHTDIRECTION\n" - "uniform float3 LightDir : register(c26),\n" - "#endif\n" - "uniform float4 FogPlane : register(c25),\n" - "#ifdef MODE_DEFERREDLIGHTSOURCE\n" - "uniform float3 LightPosition : register(c27),\n" - "#endif\n" - "#ifdef USESHADOWMAPORTHO\n" - "uniform float4x4 ShadowMapMatrix : register(c16),\n" - "#endif\n" - "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n" - "out float4 gl_FrontColor : COLOR,\n" - "#endif\n" - "out float4 TexCoordBoth : TEXCOORD0,\n" - "#ifdef USELIGHTMAP\n" - "out float2 TexCoordLightmap : TEXCOORD1,\n" - "#endif\n" - "#ifdef USEEYEVECTOR\n" - "out float3 EyeVector : TEXCOORD2,\n" - "#endif\n" - "#ifdef USEREFLECTION\n" - "out float4 ModelViewProjectionPosition : TEXCOORD3,\n" - "#endif\n" - "#ifdef USEFOG\n" - "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n" - "#endif\n" - "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n" - "out float3 LightVector : TEXCOORD1,\n" - "#endif\n" - "#ifdef MODE_LIGHTSOURCE\n" - "out float3 CubeVector : TEXCOORD3,\n" - "#endif\n" - "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n" - "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" - "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" - "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n" - "#endif\n" - "#ifdef USESHADOWMAPORTHO\n" - "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n" - "#endif\n" - "out float4 gl_Position : POSITION\n" - ")\n" - "{\n" - "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n" - "#ifdef HLSL\n" - " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n" - "#else\n" - " gl_FrontColor = gl_Color; // Cg is forward\n" - "#endif\n" - "#endif\n" - " // copy the surface texcoord\n" - " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n" - "#endif\n" - "#ifdef USELIGHTMAP\n" - " TexCoordLightmap = gl_MultiTexCoord4.xy;\n" - "#endif\n" - "\n" - "#ifdef MODE_LIGHTSOURCE\n" - " // transform vertex position into light attenuation/cubemap space\n" - " // (-1 to +1 across the light box)\n" - " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n" - "\n" - "# ifdef USEDIFFUSE\n" - " // transform unnormalized light direction into tangent space\n" - " // (we use unnormalized to ensure that it interpolates correctly and then\n" - " // normalize it per pixel)\n" - " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" - " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" - " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" - " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" - "# endif\n" - "#endif\n" - "\n" - "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n" - " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n" - " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n" - " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n" - "#endif\n" - "\n" - " // transform unnormalized eye direction into tangent space\n" - "#ifdef USEEYEVECTOR\n" - " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" - " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" - " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" - " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" - "#endif\n" - "\n" - "#ifdef USEFOG\n" - " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n" - " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n" - "#endif\n" - "\n" - "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" - " VectorS = gl_MultiTexCoord1.xyz;\n" - " VectorT = gl_MultiTexCoord2.xyz;\n" - " VectorR = gl_MultiTexCoord3.xyz;\n" - "#endif\n" - "\n" - " // transform vertex to camera space, using ftransform to match non-VS rendering\n" - " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" - "\n" - "#ifdef USESHADOWMAPORTHO\n" - " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n" - "#endif\n" - "\n" - "#ifdef USEREFLECTION\n" - " ModelViewProjectionPosition = gl_Position;\n" - "#endif\n" - "}\n" - "#endif // VERTEX_SHADER\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef FRAGMENT_SHADER\n" - "void main\n" - "(\n" - "#ifdef USEDEFERREDLIGHTMAP\n" - "#ifdef HLSL\n" - "float2 Pixel : VPOS,\n" - "#else\n" - "float2 Pixel : WPOS,\n" - "#endif\n" - "#endif\n" - "float4 gl_FrontColor : COLOR,\n" - "float4 TexCoordBoth : TEXCOORD0,\n" - "#ifdef USELIGHTMAP\n" - "float2 TexCoordLightmap : TEXCOORD1,\n" - "#endif\n" - "#ifdef USEEYEVECTOR\n" - "float3 EyeVector : TEXCOORD2,\n" - "#endif\n" - "#ifdef USEREFLECTION\n" - "float4 ModelViewProjectionPosition : TEXCOORD3,\n" - "#endif\n" - "#ifdef USEFOG\n" - "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n" - "#endif\n" - "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n" - "float3 LightVector : TEXCOORD1,\n" - "#endif\n" - "#ifdef MODE_LIGHTSOURCE\n" - "float3 CubeVector : TEXCOORD3,\n" - "#endif\n" - "#ifdef MODE_DEFERREDLIGHTSOURCE\n" - "float4 ModelViewPosition : TEXCOORD0,\n" - "#endif\n" - "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n" - "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" - "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" - "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n" - "#endif\n" - "#ifdef USESHADOWMAPORTHO\n" - "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n" - "#endif\n" - "\n" - "uniform sampler Texture_Normal : register(s0),\n" - "uniform sampler Texture_Color : register(s1),\n" - "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" - "uniform sampler Texture_Gloss : register(s2),\n" - "#endif\n" - "#ifdef USEGLOW\n" - "uniform sampler Texture_Glow : register(s3),\n" - "#endif\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - "uniform sampler Texture_SecondaryNormal : register(s4),\n" - "uniform sampler Texture_SecondaryColor : register(s5),\n" - "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" - "uniform sampler Texture_SecondaryGloss : register(s6),\n" - "#endif\n" - "#ifdef USEGLOW\n" - "uniform sampler Texture_SecondaryGlow : register(s7),\n" - "#endif\n" - "#endif\n" - "#ifdef USECOLORMAPPING\n" - "uniform sampler Texture_Pants : register(s4),\n" - "uniform sampler Texture_Shirt : register(s7),\n" - "#endif\n" - "#ifdef USEFOG\n" - "uniform sampler Texture_FogHeightTexture : register(s14),\n" - "uniform sampler Texture_FogMask : register(s8),\n" - "#endif\n" - "#ifdef USELIGHTMAP\n" - "uniform sampler Texture_Lightmap : register(s9),\n" - "#endif\n" - "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" - "uniform sampler Texture_Deluxemap : register(s10),\n" - "#endif\n" - "#ifdef USEREFLECTION\n" - "uniform sampler Texture_Reflection : register(s7),\n" - "#endif\n" - "\n" - "#ifdef MODE_DEFERREDLIGHTSOURCE\n" - "uniform sampler Texture_ScreenDepth : register(s13),\n" - "uniform sampler Texture_ScreenNormalMap : register(s14),\n" - "#endif\n" - "#ifdef USEDEFERREDLIGHTMAP\n" - "uniform sampler Texture_ScreenDepth : register(s13),\n" - "uniform sampler Texture_ScreenNormalMap : register(s14),\n" - "uniform sampler Texture_ScreenDiffuse : register(s11),\n" - "uniform sampler Texture_ScreenSpecular : register(s12),\n" - "#endif\n" - "\n" - "#ifdef USECOLORMAPPING\n" - "uniform half3 Color_Pants : register(c7),\n" - "uniform half3 Color_Shirt : register(c8),\n" - "#endif\n" - "#ifdef USEFOG\n" - "uniform float3 FogColor : register(c16),\n" - "uniform float FogRangeRecip : register(c20),\n" - "uniform float FogPlaneViewDist : register(c19),\n" - "uniform float FogHeightFade : register(c17),\n" - "#endif\n" - "\n" - "#ifdef USEOFFSETMAPPING\n" - "uniform float OffsetMapping_Scale : register(c24),\n" - "#endif\n" - "\n" - "#ifdef USEDEFERREDLIGHTMAP\n" - "uniform half2 PixelToScreenTexCoord : register(c42),\n" - "uniform half3 DeferredMod_Diffuse : register(c12),\n" - "uniform half3 DeferredMod_Specular : register(c13),\n" - "#endif\n" - "uniform half3 Color_Ambient : register(c3),\n" - "uniform half3 Color_Diffuse : register(c4),\n" - "uniform half3 Color_Specular : register(c5),\n" - "uniform half SpecularPower : register(c36),\n" - "#ifdef USEGLOW\n" - "uniform half3 Color_Glow : register(c6),\n" - "#endif\n" - "uniform half Alpha : register(c0),\n" - "#ifdef USEREFLECTION\n" - "uniform float4 DistortScaleRefractReflect : register(c14),\n" - "uniform float4 ScreenScaleRefractReflect : register(c32),\n" - "uniform float4 ScreenCenterRefractReflect : register(c31),\n" - "uniform half4 ReflectColor : register(c26),\n" - "#endif\n" - "#ifdef USEREFLECTCUBE\n" - "uniform float4x4 ModelToReflectCube : register(c48),\n" - "uniform sampler Texture_ReflectMask : register(s5),\n" - "uniform samplerCUBE Texture_ReflectCube : register(s6),\n" - "#endif\n" - "#ifdef MODE_LIGHTDIRECTION\n" - "uniform half3 LightColor : register(c21),\n" - "#endif\n" - "#ifdef MODE_LIGHTSOURCE\n" - "uniform half3 LightColor : register(c21),\n" - "#endif\n" - "\n" - "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n" - "uniform sampler Texture_Attenuation : register(s9),\n" - "uniform samplerCUBE Texture_Cube : register(s10),\n" - "#endif\n" - "\n" - "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n" - "\n" - "#ifdef USESHADOWMAP2D\n" - "# ifdef USESHADOWSAMPLER\n" - "uniform sampler Texture_ShadowMap2D : register(s15),\n" - "# else\n" - "uniform sampler Texture_ShadowMap2D : register(s15),\n" - "# endif\n" - "#endif\n" - "\n" - "#ifdef USESHADOWMAPVSDCT\n" - "uniform samplerCUBE Texture_CubeProjection : register(s12),\n" - "#endif\n" - "\n" - "#if defined(USESHADOWMAP2D)\n" - "uniform float2 ShadowMap_TextureScale : register(c35),\n" - "uniform float4 ShadowMap_Parameters : register(c34),\n" - "#endif\n" - "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n" - "\n" - "out float4 gl_FragColor : COLOR\n" - ")\n" - "{\n" - " float2 TexCoord = TexCoordBoth.xy;\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - " float2 TexCoord2 = TexCoordBoth.zw;\n" - "#endif\n" - "#ifdef USEOFFSETMAPPING\n" - " // apply offsetmapping\n" - " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n" - "#define TexCoord TexCoordOffset\n" - "#endif\n" - "\n" - " // combine the diffuse textures (base, pants, shirt)\n" - " half4 color = half4(tex2D(Texture_Color, TexCoord));\n" - "#ifdef USEALPHAKILL\n" - " if (color.a < 0.5)\n" - " discard;\n" - "#endif\n" - " color.a *= Alpha;\n" - "#ifdef USECOLORMAPPING\n" - " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n" - "#endif\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n" - " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n" - " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n" - " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n" - " color.a = 1.0;\n" - " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n" - "#endif\n" - "\n" - " // get the surface normal\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n" - "#else\n" - " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n" - "#endif\n" - "\n" - " // get the material colors\n" - " half3 diffusetex = color.rgb;\n" - "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" - "# ifdef USEVERTEXTEXTUREBLEND\n" - " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n" - "# else\n" - " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n" - "# endif\n" - "#endif\n" - "\n" - "#ifdef USEREFLECTCUBE\n" - " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n" - " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n" - " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n" - " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n" - "#endif\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_LIGHTSOURCE\n" - " // light source\n" - "#ifdef USEDIFFUSE\n" - " half3 lightnormal = half3(normalize(LightVector));\n" - " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\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, 0.0)), 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)), 0.0)), SpecularPower * glosstex.a));\n" - "#endif\n" - " color.rgb += glosstex.rgb * (specular * Color_Specular);\n" - "#endif\n" - "#else\n" - " color.rgb = diffusetex * Color_Ambient;\n" - "#endif\n" - " color.rgb *= LightColor;\n" - " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n" - "#if defined(USESHADOWMAP2D)\n" - " color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n" - "#ifdef USESHADOWMAPVSDCT\n" - ", Texture_CubeProjection\n" - "#endif\n" - " ));\n" - "\n" - "#endif\n" - "# ifdef USECUBEFILTER\n" - " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n" - "# endif\n" - "\n" - "#ifdef USESHADOWMAP2D\n" - "#ifdef USESHADOWMAPVSDCT\n" - "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n" - "#else\n" - "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n" - "#endif\n" - "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n" - "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n" - "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n" - "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n" - "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n" - "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n" - "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n" - "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n" - "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n" - "// color.r = half(shadowmaptc.z);\n" - "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n" - "// color.r = half(shadowmaptc.z);\n" - "// color.r = 1;\n" - "// color.rgb = abs(CubeVector);\n" - "#endif\n" - "// color.rgb = half3(1,1,1);\n" - "#endif // MODE_LIGHTSOURCE\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_LIGHTDIRECTION\n" - "#define SHADING\n" - "#ifdef USEDIFFUSE\n" - " half3 lightnormal = half3(normalize(LightVector));\n" - "#endif\n" - "#define lightcolor LightColor\n" - "#endif // MODE_LIGHTDIRECTION\n" - "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" - "#define SHADING\n" - " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n" - " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n" - " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n" - " // convert modelspace light vector to tangentspace\n" - " half3 lightnormal;\n" - " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n" - " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n" - " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n" - " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n" - " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n" - " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n" - " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n" - " // to map the luxels to coordinates on the draw surfaces), which also causes\n" - " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n" - " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n" - " // nudge is done here at expense of some additional fps. This is ONLY needed for\n" - " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n" - " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n" - "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" - "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" - "#define SHADING\n" - " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n" - " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n" - " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n" - "#endif\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_FAKELIGHT\n" - "#define SHADING\n" - "half3 lightnormal = half3(normalize(EyeVector));\n" - "half3 lightcolor = half3(1.0,1.0,1.0);\n" - "#endif // MODE_FAKELIGHT\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef MODE_LIGHTMAP\n" - " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n" - "#endif // MODE_LIGHTMAP\n" - "#ifdef MODE_VERTEXCOLOR\n" - " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n" - "#endif // MODE_VERTEXCOLOR\n" - "#ifdef MODE_FLATCOLOR\n" - " color.rgb = diffusetex * Color_Ambient;\n" - "#endif // MODE_FLATCOLOR\n" - "\n" - "\n" - "\n" - "\n" - "#ifdef SHADING\n" - "# ifdef USEDIFFUSE\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, 0.0)), 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)), 0.0)), SpecularPower * glosstex.a));\n" - "# endif\n" - " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n" - "# else\n" - " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n" - "# endif\n" - "# else\n" - " color.rgb = diffusetex * Color_Ambient;\n" - "# endif\n" - "#endif\n" - "\n" - "#ifdef USESHADOWMAPORTHO\n" - " color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n" - "#endif\n" - "\n" - "#ifdef USEDEFERREDLIGHTMAP\n" - " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n" - " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n" - " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n" - "// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n" - "// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n" - "#endif\n" - "\n" - "#ifdef USEGLOW\n" - "#ifdef USEVERTEXTEXTUREBLEND\n" - " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n" - "#else\n" - " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n" - "#endif\n" - "#endif\n" - "\n" - "#ifdef USEFOG\n" - " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n" - "#endif\n" - "\n" - " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n" - "#ifdef USEREFLECTION\n" - " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" - " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" - " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n" - " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\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" - " // Remove this 'ack once we have a better way to stop this thing from\n" - " // 'appening.\n" - " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n" - " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n" - " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n" - " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n" - " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n" - " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n" - "#endif\n" - "\n" - " gl_FragColor = float4(color);\n" - "}\n" - "#endif // FRAGMENT_SHADER\n" - "\n" - "#endif // !MODE_DEFERREDLIGHTSOURCE\n" - "#endif // !MODE_DEFERREDGEOMETRY\n" - "#endif // !MODE_WATER\n" - "#endif // !MODE_REFRACTION\n" - "#endif // !MODE_BLOOMBLUR\n" - "#endif // !MODE_GENERIC\n" - "#endif // !MODE_POSTPROCESS\n" - "#endif // !MODE_SHOWDEPTH\n" - "#endif // !MODE_DEPTH_OR_SHADOW\n" -const char *builtinhlslshaderstring = -#include "shader_hlsl.h" --; -- char *glslshaderstring = NULL; - char *cgshaderstring = NULL; char *hlslshaderstring = NULL; //======================================================================================================================================================= diff --cc gl_rsurf.c index 6689a44f,06d8fb03..9f699501 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@@ -930,127 -948,134 +948,255 @@@ static void R_Q1BSP_RecursiveGetLightIn } } + static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih) + { + bih_leaf_t *leaf; + bih_node_t *node; + int nodenum; + int axis; + int surfaceindex; + int t; + int nodeleafindex; + int currentmaterialflags; + qboolean castshadow; + msurface_t *surface; + const int *e; + const vec_t *v[3]; + float v2[3][3]; + int nodestack[GETLIGHTINFO_MAXNODESTACK]; + int nodestackpos = 0; + // note: because the BSP leafs are not in the BIH tree, the _BSP function + // must be called to mark leafs visible for entity culling... + // we start at the root node + nodestack[nodestackpos++] = bih->rootnode; + // we'll be done when the stack is empty + while (nodestackpos) + { + // pop one off the stack to process + nodenum = nodestack[--nodestackpos]; + // node + node = bih->nodes + nodenum; + if (node->type == BIH_UNORDERED) + { + for (nodeleafindex = 0;nodeleafindex < BIH_MAXUNORDEREDCHILDREN && node->children[nodeleafindex] >= 0;nodeleafindex++) + { + leaf = bih->leafs + node->children[nodeleafindex]; + if (leaf->type != BIH_RENDERTRIANGLE) + continue; + #if 1 + if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs)) + continue; + #endif + #if 1 + if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes)) + continue; + #endif + surfaceindex = leaf->surfaceindex; + surface = info->model->data_surfaces + surfaceindex; + currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags; + castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW); + t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle; + e = info->model->brush.shadowmesh->element3i + t * 3; + v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3; + v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3; + v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3; + VectorCopy(v[0], v2[0]); + VectorCopy(v[1], v2[1]); + VectorCopy(v[2], v2[2]); + if (info->svbsp_insertoccluder) + { + if (castshadow) + SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0); + continue; + } + if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2)) + continue; + // we don't occlude triangles from lighting even + // if they are backfacing, because when using + // shadowmapping they are often not fully occluded + // on the horizon of an edge + SETPVSBIT(info->outlighttrispvs, t); + if (castshadow) + { + if (currentmaterialflags & MATERIALFLAG_NOCULLFACE) + { + // if the material is double sided we + // can't cull by direction + SETPVSBIT(info->outshadowtrispvs, t); + } + else if (r_shadow_frontsidecasting.integer) + { + // front side casting occludes backfaces, + // so they are completely useless as both + // casters and lit polygons + if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2])) + SETPVSBIT(info->outshadowtrispvs, t); + } + else + { + // back side casting does not occlude + // anything so we can't cull lit polygons + if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2])) + SETPVSBIT(info->outshadowtrispvs, t); + } + } + if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex)) + { + SETPVSBIT(info->outsurfacepvs, surfaceindex); + info->outsurfacelist[info->outnumsurfaces++] = surfaceindex; + } + } + } + else + { + axis = node->type - BIH_SPLITX; + #if 0 + if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs)) + continue; + #endif + #if 0 + if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes)) + continue; + #endif + if (info->lightmins[axis] <= node->backmax) + { + if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK) + nodestack[nodestackpos++] = node->front; + nodestack[nodestackpos++] = node->back; + continue; + } + else if (info->lightmaxs[axis] >= node->frontmin) + { + nodestack[nodestackpos++] = node->front; + continue; + } + else + continue; // light falls between children, nothing here + } + } + } + +static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih) +{ + bih_leaf_t *leaf; + bih_node_t *node; + int nodenum; + int axis; + int surfaceindex; + int t; + int currentmaterialflags; + qboolean castshadow; + msurface_t *surface; + const int *e; + const vec_t *v[3]; + float v2[3][3]; + int nodestack[GETLIGHTINFO_MAXNODESTACK]; + int nodestackpos = 0; + // note: because the BSP leafs are not in the BIH tree, the _BSP function + // must be called to mark leafs visible for entity culling... + // we start at the root node + nodestack[nodestackpos++] = 0; + // we'll be done when the stack is empty + while (nodestackpos) + { + // pop one off the stack to process + nodenum = nodestack[--nodestackpos]; + if (nodenum >= 0) + { + // node + node = bih->nodes + nodenum; + axis = node->type - BIH_SPLITX; +#if 0 + if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs)) + continue; +#endif +#if 0 + if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes)) + continue; +#endif + if (info->lightmins[axis] <= node->backmax) + { + if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK) + nodestack[nodestackpos++] = node->front; + nodestack[nodestackpos++] = node->back; + } + else if (info->lightmaxs[axis] >= node->frontmin) + nodestack[nodestackpos++] = node->front; + else + continue; // light falls between children, nothing here + } + else + { + // leaf + leaf = bih->leafs + (-1-nodenum); + if (leaf->type != BIH_RENDERTRIANGLE) + continue; +#if 1 + if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs)) + continue; +#endif +#if 1 + if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes)) + continue; +#endif + surfaceindex = leaf->surfaceindex; + surface = info->model->data_surfaces + surfaceindex; + currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags; + castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW); + t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle; + e = info->model->brush.shadowmesh->element3i + t * 3; + v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3; + v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3; + v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3; + VectorCopy(v[0], v2[0]); + VectorCopy(v[1], v2[1]); + VectorCopy(v[2], v2[2]); + if (info->svbsp_insertoccluder) + { + if (castshadow) + SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0); + continue; + } + if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2)) + continue; + // we don't occlude triangles from lighting even + // if they are backfacing, because when using + // shadowmapping they are often not fully occluded + // on the horizon of an edge + SETPVSBIT(info->outlighttrispvs, t); + if (castshadow) + { + if (currentmaterialflags & MATERIALFLAG_NOCULLFACE) + { + // if the material is double sided we + // can't cull by direction + SETPVSBIT(info->outshadowtrispvs, t); + } + else if (r_shadow_frontsidecasting.integer) + { + // front side casting occludes backfaces, + // so they are completely useless as both + // casters and lit polygons + if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2])) + SETPVSBIT(info->outshadowtrispvs, t); + } + else + { + // back side casting does not occlude + // anything so we can't cull lit polygons + if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2])) + SETPVSBIT(info->outshadowtrispvs, t); + } + } + if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex)) + { + SETPVSBIT(info->outsurfacepvs, surfaceindex); + info->outsurfacelist[info->outnumsurfaces++] = surfaceindex; + } + } + } +} + static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp) { extern cvar_t r_shadow_usebihculling;