From: havoc Date: Tue, 8 Feb 2011 18:25:42 +0000 (+0000) Subject: added GLES2 GLSL shader, work in progress (no warnings/errors in basic usage) X-Git-Tag: xonotic-v0.5.0~438^2~10 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=cbe0dbea58137aac70dd481829cceded9e231029;p=xonotic%2Fdarkplaces.git added GLES2 GLSL shader, work in progress (no warnings/errors in basic usage) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10831 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/gl_rmain.c b/gl_rmain.c index 69b41d9e..d63fb72e 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -3348,7 +3348,1228 @@ const char *builtincgshaderstring = ========================================================================================================================================================= */ -const char *builtingles2shaderstring = ""; // FIXME GLES2 +const char *builtingles2shaderstring = +"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" +"// written by Forest 'LordHavoc' Hale\n" +"// shadowmapping enhancements by Lee 'eihrul' Salzman\n" +"\n" +"#ifdef VERTEX_SHADER\n" +"attribute vec4 Attrib_Position;\n" +"attribute vec4 Attrib_Color;\n" +"attribute vec4 Attrib_TexCoord0;\n" +"attribute vec3 Attrib_TexCoord1;\n" +"attribute vec3 Attrib_TexCoord2;\n" +"attribute vec3 Attrib_TexCoord3;\n" +"attribute vec4 Attrib_TexCoord4;\n" +"#endif\n" +"varying lowp vec4 VertexColor;\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 mediump float\n" +"# define myhalf2 mediump vec2\n" +"# define myhalf3 mediump vec3\n" +"# define myhalf4 mediump vec4\n" +"//#endif\n" +"\n" +"#ifdef VERTEX_SHADER\n" +"uniform highp mat4 ModelViewProjectionMatrix;\n" +"#endif\n" +"\n" +"#ifdef MODE_DEPTH_OR_SHADOW\n" +"#ifdef VERTEX_SHADER\n" +"void main(void)\n" +"{\n" +" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\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 * Attrib_Position;\n" +" VertexColor = 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 = VertexColor;\n" +"}\n" +"#endif\n" +"#else // !MODE_SHOWDEPTH\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_POSTPROCESS\n" +"varying mediump vec2 TexCoord1;\n" +"varying mediump vec2 TexCoord2;\n" +"\n" +"#ifdef VERTEX_SHADER\n" +"void main(void)\n" +"{\n" +" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" +" TexCoord1 = Attrib_TexCoord0.xy;\n" +"#ifdef USEBLOOM\n" +" TexCoord2 = Attrib_TexCoord4.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 lowp vec4 BloomColorSubtract;\n" +"#endif\n" +"#ifdef USEGAMMARAMPS\n" +"uniform sampler2D Texture_GammaRamps;\n" +"#endif\n" +"#ifdef USESATURATION\n" +"uniform lowp float Saturation;\n" +"#endif\n" +"#ifdef USEVIEWTINT\n" +"uniform lowp vec4 ViewTintColor;\n" +"#endif\n" +"//uncomment these if you want to use them:\n" +"uniform mediump vec4 UserVec1;\n" +"uniform mediump vec4 UserVec2;\n" +"// uniform mediump vec4 UserVec3;\n" +"// uniform mediump vec4 UserVec4;\n" +"// uniform highp float ClientTime;\n" +"uniform mediump 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 mediump vec2 TexCoord1;\n" +"#endif\n" +"#ifdef USESPECULAR\n" +"varying mediump vec2 TexCoord2;\n" +"#endif\n" +"#ifdef VERTEX_SHADER\n" +"void main(void)\n" +"{\n" +" VertexColor = Attrib_Color;\n" +"#ifdef USEDIFFUSE\n" +" TexCoord1 = Attrib_TexCoord0.xy;\n" +"#endif\n" +"#ifdef USESPECULAR\n" +" TexCoord2 = Attrib_TexCoord1.xy;\n" +"#endif\n" +" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\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 = VertexColor;\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 mediump vec2 TexCoord;\n" +"#ifdef VERTEX_SHADER\n" +"void main(void)\n" +"{\n" +" VertexColor = Attrib_Color;\n" +" TexCoord = Attrib_TexCoord0.xy;\n" +" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" +"}\n" +"#endif\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"uniform sampler2D Texture_First;\n" +"uniform mediump 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 mediump vec2 TexCoord;\n" +"varying highp vec4 ModelViewProjectionPosition;\n" +"uniform highp mat4 TexMatrix;\n" +"#ifdef VERTEX_SHADER\n" +"\n" +"void main(void)\n" +"{\n" +" TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n" +" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\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 mediump vec4 DistortScaleRefractReflect;\n" +"uniform mediump vec4 ScreenScaleRefractReflect;\n" +"uniform mediump vec4 ScreenCenterRefractReflect;\n" +"uniform lowp vec4 RefractColor;\n" +"uniform lowp vec4 ReflectColor;\n" +"uniform mediump float ReflectFactor;\n" +"uniform mediump 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 mediump vec2 TexCoord;\n" +"varying highp vec3 EyeVector;\n" +"varying highp vec4 ModelViewProjectionPosition;\n" +"#ifdef VERTEX_SHADER\n" +"uniform highp vec3 EyePosition;\n" +"uniform highp mat4 TexMatrix;\n" +"\n" +"void main(void)\n" +"{\n" +" TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n" +" vec3 EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n" +" EyeVector.x = dot(EyeVectorModelSpace, Attrib_TexCoord1.xyz);\n" +" EyeVector.y = dot(EyeVectorModelSpace, Attrib_TexCoord2.xyz);\n" +" EyeVector.z = dot(EyeVectorModelSpace, Attrib_TexCoord3.xyz);\n" +" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\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 mediump vec4 DistortScaleRefractReflect;\n" +"uniform mediump vec4 ScreenScaleRefractReflect;\n" +"uniform mediump vec4 ScreenCenterRefractReflect;\n" +"uniform lowp vec4 RefractColor;\n" +"uniform lowp vec4 ReflectColor;\n" +"uniform mediump float ReflectFactor;\n" +"uniform mediump float ReflectOffset;\n" +"uniform highp float ClientTime;\n" +"#ifdef USENORMALMAPSCROLLBLEND\n" +"uniform highp 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 mediump vec2 TexCoord;\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +"varying mediump vec2 TexCoord2;\n" +"#endif\n" +"#ifdef USELIGHTMAP\n" +"varying mediump vec2 TexCoordLightmap;\n" +"#endif\n" +"\n" +"#ifdef MODE_LIGHTSOURCE\n" +"varying mediump vec3 CubeVector;\n" +"#endif\n" +"\n" +"#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n" +"varying mediump vec3 LightVector;\n" +"#endif\n" +"\n" +"#ifdef USEEYEVECTOR\n" +"varying highp vec3 EyeVector;\n" +"#endif\n" +"#ifdef USEFOG\n" +"varying highp vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n" +"#endif\n" +"\n" +"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n" +"varying lowp vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n" +"varying lowp vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" +"varying lowp vec3 VectorR; // direction of R texcoord (surface normal)\n" +"#endif\n" +"\n" +"#ifdef USEREFLECTION\n" +"varying highp vec4 ModelViewProjectionPosition;\n" +"#endif\n" +"#ifdef MODE_DEFERREDLIGHTSOURCE\n" +"uniform highp vec3 LightPosition;\n" +"varying highp vec4 ModelViewPosition;\n" +"#endif\n" +"\n" +"#ifdef MODE_LIGHTSOURCE\n" +"uniform highp vec3 LightPosition;\n" +"#endif\n" +"uniform highp vec3 EyePosition;\n" +"#ifdef MODE_LIGHTDIRECTION\n" +"uniform highp vec3 LightDir;\n" +"#endif\n" +"uniform highp vec4 FogPlane;\n" +"\n" +"#ifdef USESHADOWMAPORTHO\n" +"varying mediump 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 lowp vec3 Color_Pants;\n" +"uniform lowp vec3 Color_Shirt;\n" +"uniform lowp vec3 FogColor;\n" +"\n" +"#ifdef USEFOG\n" +"uniform highp float FogRangeRecip;\n" +"uniform highp float FogPlaneViewDist;\n" +"uniform highp 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 mediump 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 mediump vec2 ShadowMap_TextureScale;\n" +"uniform mediump 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 highp mat4 TexMatrix;\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +"uniform highp mat4 BackgroundTexMatrix;\n" +"#endif\n" +"uniform highp mat4 ModelViewMatrix;\n" +"void main(void)\n" +"{\n" +" TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" VertexColor = Attrib_Color;\n" +" TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n" +"#endif\n" +"\n" +" // transform unnormalized eye direction into tangent space\n" +"#ifdef USEOFFSETMAPPING\n" +" vec3 EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n" +" EyeVector.x = dot(EyeVectorModelSpace, Attrib_TexCoord1.xyz);\n" +" EyeVector.y = dot(EyeVectorModelSpace, Attrib_TexCoord2.xyz);\n" +" EyeVector.z = dot(EyeVectorModelSpace, Attrib_TexCoord3.xyz);\n" +"#endif\n" +"\n" +" VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)).xyz;\n" +" VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)).xyz;\n" +" VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)).xyz;\n" +" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\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(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n" +" //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n" +" //float terrainblend = float(VertexColor.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 highp mat4 ModelViewMatrix;\n" +"void main(void)\n" +"{\n" +" ModelViewPosition = ModelViewMatrix * Attrib_Position;\n" +" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" +"}\n" +"#endif // VERTEX_SHADER\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"uniform highp mat4 ViewToLight;\n" +"// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n" +"uniform highp 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 highp mat4 TexMatrix;\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +"uniform highp mat4 BackgroundTexMatrix;\n" +"#endif\n" +"#ifdef MODE_LIGHTSOURCE\n" +"uniform highp mat4 ModelToLight;\n" +"#endif\n" +"#ifdef USESHADOWMAPORTHO\n" +"uniform highp mat4 ShadowMapMatrix;\n" +"#endif\n" +"void main(void)\n" +"{\n" +"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n" +" VertexColor = Attrib_Color;\n" +"#endif\n" +" // copy the surface texcoord\n" +" TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n" +"#endif\n" +"#ifdef USELIGHTMAP\n" +" TexCoordLightmap = vec2(Attrib_TexCoord4);\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 * Attrib_Position);\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 - Attrib_Position.xyz;\n" +" LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n" +" LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n" +" LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n" +"# endif\n" +"#endif\n" +"\n" +"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n" +" LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n" +" LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n" +" LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n" +"#endif\n" +"\n" +" // transform unnormalized eye direction into tangent space\n" +"#ifdef USEEYEVECTOR\n" +" vec3 EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n" +" EyeVector.x = dot(EyeVectorModelSpace, Attrib_TexCoord1.xyz);\n" +" EyeVector.y = dot(EyeVectorModelSpace, Attrib_TexCoord2.xyz);\n" +" EyeVector.z = dot(EyeVectorModelSpace, Attrib_TexCoord3.xyz);\n" +"#endif\n" +"\n" +"#ifdef USEFOG\n" +" EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - Attrib_Position.xyz;\n" +" EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, Attrib_Position);\n" +"#endif\n" +"\n" +"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n" +" VectorS = Attrib_TexCoord1.xyz;\n" +" VectorT = Attrib_TexCoord2.xyz;\n" +" VectorR = Attrib_TexCoord3.xyz;\n" +"#endif\n" +"\n" +" // transform vertex to camera space, using ftransform to match non-VS rendering\n" +" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\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 mediump vec4 DistortScaleRefractReflect;\n" +"uniform mediump vec4 ScreenScaleRefractReflect;\n" +"uniform mediump vec4 ScreenCenterRefractReflect;\n" +"uniform lowp vec4 ReflectColor;\n" +"#endif\n" +"#ifdef USEREFLECTCUBE\n" +"uniform highp 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(VertexColor.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n" +" //myhalf terrainblend = min(myhalf(VertexColor.a) * color.a * 2.0, myhalf(1.0));\n" +" //myhalf terrainblend = myhalf(VertexColor.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(VertexColor.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" +; char *glslshaderstring = NULL; char *cgshaderstring = NULL;