From: havoc Date: Thu, 7 Feb 2013 11:40:40 +0000 (+0000) Subject: changed format of builtin shader strings to use comma separated lines, X-Git-Tag: xonotic-v0.7.0~62 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=d5ee1134c40294bc282baba5af94308cc6ee254a;p=xonotic%2Fdarkplaces.git changed format of builtin shader strings to use comma separated lines, this should fix compilation on MSVC where default.glsl exceeded 65535 character limit removed MODE_SHOWDEPTH from shaders and code because it is not used and is not likely to ever be used anyway reworked shadermodeinfo_t to only have one filename rather than separate filenames for vertex and fragment shader reworked r_glsl_dumpshader to cope with multiple shader filenames and unified some code for glsl and hlsl text processing git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11889 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=39017f0c52fcb627489fefa55112a0497d07b6e6 --- diff --git a/dpsoftrast.c b/dpsoftrast.c index 9d0ea02a..039e7fc5 100644 --- a/dpsoftrast.c +++ b/dpsoftrast.c @@ -4693,23 +4693,6 @@ static void DPSOFTRAST_PixelShader_Water(DPSOFTRAST_State_Thread *thread, const -static void DPSOFTRAST_VertexShader_ShowDepth(void) -{ - DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1); -} - -static void DPSOFTRAST_PixelShader_ShowDepth(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span) -{ - // TODO: IMPLEMENT - float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH]; - unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z); - memset(buffer_FragColorbgra8 + span->startx*4, 0, (span->endx - span->startx)*4); - DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8); -} - - - static void DPSOFTRAST_VertexShader_DeferredGeometry(void) { DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1); @@ -4771,7 +4754,6 @@ static const DPSOFTRAST_ShaderModeInfo DPSOFTRAST_ShaderModeTable[SHADERMODE_COU {2, DPSOFTRAST_VertexShader_LightSource, DPSOFTRAST_PixelShader_LightSource, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_CUBE, ~0}}, {2, DPSOFTRAST_VertexShader_Refraction, DPSOFTRAST_PixelShader_Refraction, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_NORMAL, GL20TU_REFRACTION, ~0}}, {2, DPSOFTRAST_VertexShader_Water, DPSOFTRAST_PixelShader_Water, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_NORMAL, GL20TU_REFLECTION, GL20TU_REFRACTION, ~0}}, - {2, DPSOFTRAST_VertexShader_ShowDepth, DPSOFTRAST_PixelShader_ShowDepth, {~0}}, {2, DPSOFTRAST_VertexShader_DeferredGeometry, DPSOFTRAST_PixelShader_DeferredGeometry, {~0}}, {2, DPSOFTRAST_VertexShader_DeferredLightSource, DPSOFTRAST_PixelShader_DeferredLightSource, {~0}}, }; diff --git a/dpsoftrast.h b/dpsoftrast.h index 007d4e36..5bda9f36 100644 --- a/dpsoftrast.h +++ b/dpsoftrast.h @@ -157,7 +157,6 @@ typedef enum shadermode_e SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight) SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass) SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass) - SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers SHADERMODE_COUNT diff --git a/gl_rmain.c b/gl_rmain.c index 96781c8f..5b816ae6 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -602,13 +602,17 @@ static void R_BuildFogHeightTexture(void) //======================================================================================================================================================= -static const char *builtinshaderstring = +static const char *builtinshaderstrings[] = +{ #include "shader_glsl.h" -; +0 +}; -const char *builtinhlslshaderstring = +const char *builtinhlslshaderstrings[] = +{ #include "shader_hlsl.h" -; +0 +}; char *glslshaderstring = NULL; char *hlslshaderstring = NULL; @@ -624,9 +628,7 @@ shaderpermutationinfo_t; typedef struct shadermodeinfo_s { - const char *vertexfilename; - const char *geometryfilename; - const char *fragmentfilename; + const char *filename; const char *pretext; const char *name; } @@ -671,46 +673,44 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] = // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS! shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] = { - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, - {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, + {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"}, + {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"}, + {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, + {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"}, + {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, + {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"}, + {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"}, + {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, + {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"}, + {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"}, + {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"}, + {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"}, + {"glsl/default.glsl", "#define MODE_WATER\n", " water"}, + {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, + {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, }; shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] = { - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, - {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, + {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"}, + {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"}, + {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, + {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"}, + {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, + {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"}, + {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"}, + {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, + {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"}, + {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"}, + {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"}, + {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"}, + {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"}, + {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, + {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, }; struct r_glsl_permutation_s; @@ -975,25 +975,68 @@ static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned return p; } -static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice) +static char *R_ShaderStrCat(const char **strings) +{ + char *string, *s; + const char **p = strings; + const char *t; + size_t len = 0; + for (p = strings;(t = *p);p++) + len += strlen(t); + len++; + s = string = Mem_Alloc(r_main_mempool, len); + len = 0; + for (p = strings;(t = *p);p++) + { + len = strlen(t); + memcpy(s, t, len); + s += len; + } + *s = 0; + return string; +} + +static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly) { char *shaderstring; if (!filename || !filename[0]) return NULL; + // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat if (!strcmp(filename, "glsl/default.glsl")) { + if (builtinonly) + return R_ShaderStrCat(builtinshaderstrings); if (!glslshaderstring) { glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); if (glslshaderstring) Con_DPrintf("Loading shaders from file %s...\n", filename); else - glslshaderstring = (char *)builtinshaderstring; + glslshaderstring = R_ShaderStrCat(builtinshaderstrings); } shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1); memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1); return shaderstring; } + if (!strcmp(filename, "hlsl/default.hlsl")) + { + if (builtinonly) + return R_ShaderStrCat(builtinhlslshaderstrings); + if (!hlslshaderstring) + { + hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); + if (hlslshaderstring) + Con_DPrintf("Loading shaders from file %s...\n", filename); + else + hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings); + } + shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1); + memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1); + return shaderstring; + } + // we don't have builtin strings for any other files + if (builtinonly) + return NULL; shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); if (shaderstring) { @@ -1009,7 +1052,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode int i; int sampler; shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode; - char *vertexstring, *geometrystring, *fragmentstring; + char *sourcestring; char permutationname[256]; int vertstrings_count = 0; int geomstrings_count = 0; @@ -1024,11 +1067,9 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode p->program = 0; permutationname[0] = 0; - vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true); - geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false); - fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false); + sourcestring = R_GetShaderText(modeinfo->filename, true, false); - strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname)); + strlcat(permutationname, modeinfo->filename, sizeof(permutationname)); // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad) if(vid.support.gl20shaders130) @@ -1082,17 +1123,9 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode fragstrings_count += shaderstaticparms_count; // now append the shader text itself - vertstrings_list[vertstrings_count++] = vertexstring; - geomstrings_list[geomstrings_count++] = geometrystring; - fragstrings_list[fragstrings_count++] = fragmentstring; - - // if any sources were NULL, clear the respective list - if (!vertexstring) - vertstrings_count = 0; - if (!geometrystring) - geomstrings_count = 0; - if (!fragmentstring) - fragstrings_count = 0; + vertstrings_list[vertstrings_count++] = sourcestring; + geomstrings_list[geomstrings_count++] = sourcestring; + fragstrings_list[fragstrings_count++] = sourcestring; // compile the shader program if (vertstrings_count + geomstrings_count + fragstrings_count) @@ -1258,12 +1291,8 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname); // free the strings - if (vertexstring) - Mem_Free(vertexstring); - if (geometrystring) - Mem_Free(geometrystring); - if (fragmentstring) - Mem_Free(fragmentstring); + if (sourcestring) + Mem_Free(sourcestring); } static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation) @@ -1295,7 +1324,7 @@ static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int per } if (i >= SHADERPERMUTATION_COUNT) { - //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext); + //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext); r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation); qglUseProgram(0);CHECKGLERROR return; // no bit left to clear, entire mode is broken @@ -1436,35 +1465,6 @@ static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned return p; } -static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice) -{ - char *shaderstring; - if (!filename || !filename[0]) - return NULL; - if (!strcmp(filename, "hlsl/default.hlsl")) - { - if (!hlslshaderstring) - { - hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); - if (hlslshaderstring) - Con_DPrintf("Loading shaders from file %s...\n", filename); - else - hlslshaderstring = (char *)builtinhlslshaderstring; - } - shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1); - memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1); - return shaderstring; - } - shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); - if (shaderstring) - { - if (printfromdisknotice) - Con_DPrintf("from disk %s... ", filename); - return shaderstring; - } - return shaderstring; -} - #include //#include //#include @@ -1613,7 +1613,7 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode int geomstring_length = 0; int fragstring_length = 0; char *t; - char *vertexstring, *geometrystring, *fragmentstring; + char *sourcestring; char *vertstring, *geomstring, *fragstring; char permutationname[256]; char cachename[256]; @@ -1632,11 +1632,9 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode permutationname[0] = 0; cachename[0] = 0; - vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true); - geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false); - fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false); + sourcestring = R_GetShaderText(modeinfo->filename, true, false); - strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname)); + strlcat(permutationname, modeinfo->filename, sizeof(permutationname)); strlcat(cachename, "hlsl/", sizeof(cachename)); // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler @@ -1695,17 +1693,9 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode cachename[i] = '_'; // now append the shader text itself - vertstrings_list[vertstrings_count++] = vertexstring; - geomstrings_list[geomstrings_count++] = geometrystring; - fragstrings_list[fragstrings_count++] = fragmentstring; - - // if any sources were NULL, clear the respective list - if (!vertexstring) - vertstrings_count = 0; - if (!geometrystring) - geomstrings_count = 0; - if (!fragmentstring) - fragstrings_count = 0; + vertstrings_list[vertstrings_count++] = sourcestring; + geomstrings_list[geomstrings_count++] = sourcestring; + fragstrings_list[fragstrings_count++] = sourcestring; vertstring_length = 0; for (i = 0;i < vertstrings_count;i++) @@ -1743,12 +1733,8 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode Mem_Free(geomstring); if (fragstring) Mem_Free(fragstring); - if (vertexstring) - Mem_Free(vertexstring); - if (geometrystring) - Mem_Free(geometrystring); - if (fragmentstring) - Mem_Free(fragmentstring); + if (sourcestring) + Mem_Free(sourcestring); } static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);} @@ -1794,7 +1780,7 @@ void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutatio } if (i >= SHADERPERMUTATION_COUNT) { - //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext); + //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext); r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation); return; // no bit left to clear, entire mode is broken } @@ -1820,10 +1806,10 @@ static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int per void R_GLSL_Restart_f(void) { unsigned int i, limit; - if (glslshaderstring && glslshaderstring != builtinshaderstring) + if (glslshaderstring) Mem_Free(glslshaderstring); glslshaderstring = NULL; - if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring) + if (hlslshaderstring) Mem_Free(hlslshaderstring); hlslshaderstring = NULL; switch(vid.renderpath) @@ -1883,42 +1869,44 @@ void R_GLSL_Restart_f(void) static void R_GLSL_DumpShader_f(void) { - int i; + int i, language, mode, dupe; + char *text; + shadermodeinfo_t *modeinfo; qfile_t *file; - file = FS_OpenRealFile("glsl/default.glsl", "w", false); - if (file) + for (language = 0;language < 2;language++) { - FS_Print(file, "/* The engine may define the following macros:\n"); - FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n"); - for (i = 0;i < SHADERMODE_COUNT;i++) - FS_Print(file, glslshadermodeinfo[i].pretext); - for (i = 0;i < SHADERPERMUTATION_COUNT;i++) - FS_Print(file, shaderpermutationinfo[i].pretext); - FS_Print(file, "*/\n"); - FS_Print(file, builtinshaderstring); - FS_Close(file); - Con_Printf("glsl/default.glsl written\n"); - } - else - Con_Printf("failed to write to glsl/default.glsl\n"); - - file = FS_OpenRealFile("hlsl/default.hlsl", "w", false); - if (file) - { - FS_Print(file, "/* The engine may define the following macros:\n"); - FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n"); - for (i = 0;i < SHADERMODE_COUNT;i++) - FS_Print(file, hlslshadermodeinfo[i].pretext); - for (i = 0;i < SHADERPERMUTATION_COUNT;i++) - FS_Print(file, shaderpermutationinfo[i].pretext); - FS_Print(file, "*/\n"); - FS_Print(file, builtinhlslshaderstring); - FS_Close(file); - Con_Printf("hlsl/default.hlsl written\n"); + modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo); + for (mode = 0;mode < SHADERMODE_COUNT;mode++) + { + // don't dump the same file multiple times (most or all shaders come from the same file) + for (dupe = mode - 1;dupe >= 0;dupe--) + if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename)) + break; + if (dupe >= 0) + continue; + text = R_GetShaderText(modeinfo[mode].filename, false, true); + if (!text) + continue; + file = FS_OpenRealFile(modeinfo[mode].filename, "w", false); + if (file) + { + FS_Print(file, "/* The engine may define the following macros:\n"); + FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n"); + for (i = 0;i < SHADERMODE_COUNT;i++) + FS_Print(file, modeinfo[i].pretext); + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + FS_Print(file, shaderpermutationinfo[i].pretext); + FS_Print(file, "*/\n"); + FS_Print(file, text); + FS_Close(file); + Con_Printf("%s written\n", modeinfo[mode].filename); + } + else + Con_Printf("failed to write to %s\n", modeinfo[mode].filename); + Mem_Free(text); + } } - else - Con_Printf("failed to write to hlsl/default.hlsl\n"); } void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha) @@ -2037,41 +2025,6 @@ void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean } } -void R_SetupShader_ShowDepth(qboolean notrippy) -{ - int permutation = 0; - if (r_trippy.integer && !notrippy) - permutation |= SHADERPERMUTATION_TRIPPY; - if (vid.allowalphatocoverage) - GL_AlphaToCoverage(false); - switch (vid.renderpath) - { - case RENDERPATH_D3D9: -#ifdef SUPPORTHLSL - R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation); - break; - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - break; - case RENDERPATH_GL11: - break; - case RENDERPATH_SOFT: - R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation); - break; - } -} - extern qboolean r_shadow_usingdeferredprepass; extern rtexture_t *r_shadow_attenuationgradienttexture; extern rtexture_t *r_shadow_attenuation2dtexture; diff --git a/r_shadow.c b/r_shadow.c index baf69f52..f0c23bfe 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -4861,14 +4861,6 @@ void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colort // outside the usable area GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder); -#if 0 - // debugging - R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL); - R_SetupShader_ShowDepth(true); - GL_ColorMask(1,1,1,1); - GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); -#endif - for (i = 0;i < r_refdef.scene.numentities;i++) { ent = r_refdef.scene.entities[i]; diff --git a/render.h b/render.h index fef5d46f..d567b542 100644 --- a/render.h +++ b/render.h @@ -472,7 +472,6 @@ rsurfacepass_t; void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha); void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy); void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal); -void R_SetupShader_ShowDepth(qboolean notrippy); void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qboolean notrippy); void R_SetupShader_DeferredLight(const rtlight_t *rtlight); diff --git a/shader_glsl.h b/shader_glsl.h index cc0f88b1..b0993440 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -1,1724 +1,1688 @@ -"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" -"// written by Forest 'LordHavoc' Hale\n" -"// shadowmapping enhancements by Lee 'eihrul' Salzman\n" -"\n" -"#ifdef USECELSHADING\n" -"# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));\n" -"# ifdef USEEXACTSPECULARMATH\n" -"# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);\n" -"# else\n" -"# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);\n" -"# endif\n" -"#else\n" -"# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" -"# ifdef USEEXACTSPECULARMATH\n" -"# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);\n" -"# else\n" -"# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef GLSL130\n" -"precision highp float;\n" -"# ifdef VERTEX_SHADER\n" -"# define dp_varying out\n" -"# define dp_attribute in\n" -"# endif\n" -"# ifdef FRAGMENT_SHADER\n" -"out vec4 dp_FragColor;\n" -"# define dp_varying in\n" -"# define dp_attribute in\n" -"# endif\n" -"# define dp_offsetmapping_dFdx dFdx\n" -"# define dp_offsetmapping_dFdy dFdy\n" -"# define dp_textureGrad textureGrad\n" -"# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))\n" -"# define dp_texture2D texture\n" -"# define dp_texture3D texture\n" -"# define dp_textureCube texture\n" -"# define dp_shadow2D(a,b) float(texture(a,b))\n" -"#else\n" -"# ifdef FRAGMENT_SHADER\n" -"# define dp_FragColor gl_FragColor\n" -"# endif\n" -"# define dp_varying varying\n" -"# define dp_attribute attribute\n" -"# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)\n" -"# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)\n" -"# define dp_textureGrad(a,b,c,d) texture2D(a,b)\n" -"# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))\n" -"# define dp_texture2D texture2D\n" -"# define dp_texture3D texture3D\n" -"# define dp_textureCube textureCube\n" -"# define dp_shadow2D(a,b) float(shadow2D(a,b))\n" -"#endif\n" -"\n" -"// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n" -"// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n" -"#ifndef GL_ES\n" -"#define lowp\n" -"#define mediump\n" -"#define highp\n" -"#endif\n" -"\n" -"#ifdef USEDEPTHRGB\n" -" // for 565 RGB we'd need to use different multipliers\n" -"#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))\n" -"#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))\n" -"#endif\n" -"\n" -"#ifdef VERTEX_SHADER\n" -"dp_attribute vec4 Attrib_Position; // vertex\n" -"dp_attribute vec4 Attrib_Color; // color\n" -"dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n" -"dp_attribute vec3 Attrib_TexCoord1; // svector\n" -"dp_attribute vec3 Attrib_TexCoord2; // tvector\n" -"dp_attribute vec3 Attrib_TexCoord3; // normal\n" -"dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n" -"#ifdef USESKELETAL\n" -"//uniform mat4 Skeletal_Transform[128];\n" -"uniform vec4 Skeletal_Transform12[768];\n" -"dp_attribute vec4 Attrib_SkeletalIndex;\n" -"dp_attribute vec4 Attrib_SkeletalWeight;\n" -"#endif\n" -"#endif\n" -"dp_varying mediump 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) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n" -"# define USELIGHTMAP\n" -"#endif\n" -"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\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" -"//# define cast_myhalf half\n" -"//# define cast_myhalf2 half2\n" -"//# define cast_myhalf3 half3\n" -"//# define cast_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" -"# define cast_myhalf float\n" -"# define cast_myhalf2 vec2\n" -"# define cast_myhalf3 vec3\n" -"# define cast_myhalf4 vec4\n" -"//#endif\n" -"\n" -"#ifdef VERTEX_SHADER\n" -"uniform highp mat4 ModelViewProjectionMatrix;\n" -"#endif\n" -"\n" -"#ifdef VERTEX_SHADER\n" -"#ifdef USETRIPPY\n" -"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n" -"// tweaked scale\n" -"uniform highp float ClientTime;\n" -"vec4 TrippyVertex(vec4 position)\n" -"{\n" -" float worldTime = ClientTime;\n" -" // tweaked for Quake\n" -" worldTime *= 10.0;\n" -" position *= 0.125;\n" -" //~tweaked for Quake\n" -" float distanceSquared = (position.x * position.x + position.z * position.z);\n" -" position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n" -" float y = position.y;\n" -" float x = position.x;\n" -" float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n" -" position.y = x*sin(om)+y*cos(om);\n" -" position.x = x*cos(om)-y*sin(om);\n" -" return position;\n" -"}\n" -"#endif\n" -"#endif\n" -"\n" -"#ifdef MODE_DEPTH_OR_SHADOW\n" -"dp_varying highp float Depth;\n" -"#ifdef VERTEX_SHADER\n" -"void main(void)\n" -"{\n" -"#ifdef USESKELETAL\n" -" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n" -" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n" -" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n" -" vec4 sw = Attrib_SkeletalWeight;\n" -" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n" -" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n" -" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n" -" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n" -" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n" -"#define Attrib_Position SkeletalVertex\n" -"#endif\n" -" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" -"#ifdef USETRIPPY\n" -" gl_Position = TrippyVertex(gl_Position);\n" -"#endif\n" -" Depth = gl_Position.z;\n" -"}\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"void main(void)\n" -"{\n" -"#ifdef USEDEPTHRGB\n" -" dp_FragColor = encodedepthmacro(Depth);\n" -"#else\n" -" dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n" -"#endif\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" -"#ifdef USESKELETAL\n" -" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n" -" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n" -" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n" -" vec4 sw = Attrib_SkeletalWeight;\n" -" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n" -" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n" -" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n" -" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n" -" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n" -"#define Attrib_Position SkeletalVertex\n" -"#endif\n" -" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" -" VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n" -"#ifdef USETRIPPY\n" -" gl_Position = TrippyVertex(gl_Position);\n" -"#endif\n" -"}\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"void main(void)\n" -"{\n" -" dp_FragColor = VertexColor;\n" -"}\n" -"#endif\n" -"#else // !MODE_SHOWDEPTH\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_POSTPROCESS\n" -"dp_varying mediump vec2 TexCoord1;\n" -"dp_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 mediump vec4 BloomColorSubtract;\n" -"#endif\n" -"#ifdef USEGAMMARAMPS\n" -"uniform sampler2D Texture_GammaRamps;\n" -"#endif\n" -"#ifdef USESATURATION\n" -"uniform mediump float Saturation;\n" -"#endif\n" -"#ifdef USEVIEWTINT\n" -"uniform mediump 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" -" dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n" -"#ifdef USEBLOOM\n" -" dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n" -"#endif\n" -"#ifdef USEVIEWTINT\n" -" dp_FragColor = mix(dp_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 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n" -" vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n" -" vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n" -" vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n" -" vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n" -" vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n" -" vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n" -" vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n" -" vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n" -" vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n" -" vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n" -" vec3 y6 = dp_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" -" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n" -" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n" -" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n" -" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n" -" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n" -" dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n" -" dp_FragColor.rgb = dp_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(dp_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, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n" -" dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n" -" dp_FragColor.r += rboost;\n" -" #else\n" -" // normal desaturation\n" -" //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n" -" dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n" -" #endif\n" -"#endif\n" -"\n" -"#ifdef USEGAMMARAMPS\n" -" dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n" -" dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n" -" dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_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" -"dp_varying mediump vec2 TexCoord1;\n" -"#endif\n" -"#ifdef USESPECULAR\n" -"dp_varying mediump vec2 TexCoord2;\n" -"#endif\n" -"uniform myhalf Alpha;\n" -"#ifdef VERTEX_SHADER\n" -"void main(void)\n" -"{\n" -"#ifdef USESKELETAL\n" -" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n" -" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n" -" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n" -" vec4 sw = Attrib_SkeletalWeight;\n" -" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n" -" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n" -" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n" -" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n" -" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n" -"#define Attrib_Position SkeletalVertex\n" -"#endif\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" -"#ifdef USETRIPPY\n" -" gl_Position = TrippyVertex(gl_Position);\n" -"#endif\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" -"#ifdef USEGAMMARAMPS\n" -"uniform sampler2D Texture_GammaRamps;\n" -"#endif\n" -"\n" -"void main(void)\n" -"{\n" -"#ifdef USEVIEWTINT\n" -" dp_FragColor = VertexColor;\n" -"#else\n" -" dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n" -"#endif\n" -"#ifdef USEDIFFUSE\n" -"# ifdef USEREFLECTCUBE\n" -" // suppress texture alpha\n" -" dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;\n" -"# else\n" -" dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef USESPECULAR\n" -" vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n" -"# ifdef USECOLORMAPPING\n" -" dp_FragColor *= tex2;\n" -"# endif\n" -"# ifdef USEGLOW\n" -" dp_FragColor += tex2;\n" -"# endif\n" -"# ifdef USEVERTEXTEXTUREBLEND\n" -" dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n" -"# endif\n" -"#endif\n" -"#ifdef USEGAMMARAMPS\n" -" dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n" -" dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n" -" dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n" -"#endif\n" -"#ifdef USEALPHAKILL\n" -" dp_FragColor.a *= Alpha;\n" -"#endif\n" -"}\n" -"#endif\n" -"#else // !MODE_GENERIC\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_BLOOMBLUR\n" -"dp_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 = dp_texture2D(Texture_First, tc).rgb;\n" -" tc += BloomBlur_Parameters.xy;\n" -" for (i = 1;i < SAMPLES;i++)\n" -" {\n" -" color += dp_texture2D(Texture_First, tc).rgb;\n" -" tc += BloomBlur_Parameters.xy;\n" -" }\n" -" dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n" -"}\n" -"#endif\n" -"#else // !MODE_BLOOMBLUR\n" -"#ifdef MODE_REFRACTION\n" -"dp_varying mediump vec2 TexCoord;\n" -"dp_varying highp vec4 ModelViewProjectionPosition;\n" -"uniform highp mat4 TexMatrix;\n" -"#ifdef VERTEX_SHADER\n" -"\n" -"void main(void)\n" -"{\n" -"#ifdef USESKELETAL\n" -" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n" -" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n" -" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n" -" vec4 sw = Attrib_SkeletalWeight;\n" -" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n" -" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n" -" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n" -" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n" -" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n" -"#define Attrib_Position SkeletalVertex\n" -"#endif\n" -"#ifdef USEALPHAGENVERTEX\n" -" VertexColor = Attrib_Color;\n" -"#endif\n" -" TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n" -" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" -" ModelViewProjectionPosition = gl_Position;\n" -"#ifdef USETRIPPY\n" -" gl_Position = TrippyVertex(gl_Position);\n" -"#endif\n" -"}\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"uniform sampler2D Texture_Normal;\n" -"uniform sampler2D Texture_Refraction;\n" -"\n" -"uniform mediump vec4 DistortScaleRefractReflect;\n" -"uniform mediump vec4 ScreenScaleRefractReflect;\n" -"uniform mediump vec4 ScreenCenterRefractReflect;\n" -"uniform mediump vec4 RefractColor;\n" -"uniform mediump vec4 ReflectColor;\n" -"uniform highp float ClientTime;\n" -"#ifdef USENORMALMAPSCROLLBLEND\n" -"uniform highp vec2 NormalmapScrollBlend;\n" -"#endif\n" -"\n" -"void main(void)\n" -"{\n" -" vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" -" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" -" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" -"#ifdef USEALPHAGENVERTEX\n" -" vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;\n" -" vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n" -"#else\n" -" vec2 distort = DistortScaleRefractReflect.xy;\n" -" vec4 refractcolor = RefractColor;\n" -"#endif\n" -" #ifdef USENORMALMAPSCROLLBLEND\n" -" vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n" -" normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n" -" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;\n" -" #else\n" -" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;\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(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" -" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" -" dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;\n" -"}\n" -"#endif\n" -"#else // !MODE_REFRACTION\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_WATER\n" -"dp_varying mediump vec2 TexCoord;\n" -"dp_varying highp vec3 EyeVector;\n" -"dp_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" -"#ifdef USESKELETAL\n" -" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n" -" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n" -" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n" -" vec4 sw = Attrib_SkeletalWeight;\n" -" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n" -" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n" -" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n" -" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n" -" mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n" -" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n" -" vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n" -" vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n" -" vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n" -"#define Attrib_Position SkeletalVertex\n" -"#define Attrib_TexCoord1 SkeletalSVector\n" -"#define Attrib_TexCoord2 SkeletalTVector\n" -"#define Attrib_TexCoord3 SkeletalNormal\n" -"#endif\n" -"#ifdef USEALPHAGENVERTEX\n" -" VertexColor = Attrib_Color;\n" -"#endif\n" -" TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n" -" vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n" -" EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n" -" EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n" -" EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n" -" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" -" ModelViewProjectionPosition = gl_Position;\n" -"#ifdef USETRIPPY\n" -" gl_Position = TrippyVertex(gl_Position);\n" -"#endif\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 mediump vec4 RefractColor;\n" -"uniform mediump 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(dp_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 USEALPHAGENVERTEX\n" -" vec4 distort = DistortScaleRefractReflect * VertexColor.a;\n" -" float reflectoffset = ReflectOffset * VertexColor.a;\n" -" float reflectfactor = ReflectFactor * VertexColor.a;\n" -" vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n" -"#else\n" -" vec4 distort = DistortScaleRefractReflect;\n" -" float reflectoffset = ReflectOffset;\n" -" float reflectfactor = ReflectFactor;\n" -" vec4 refractcolor = RefractColor;\n" -"#endif\n" -" #ifdef USENORMALMAPSCROLLBLEND\n" -" vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n" -" normal += dp_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 * distort;\n" -" #else\n" -" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;\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(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n" -" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n" -" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n" -" f *= min(1.0, length(dp_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(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n" -" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n" -" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n" -" f *= min(1.0, length(dp_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" -" dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_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" -"dp_varying mediump vec4 TexCoordSurfaceLightmap;\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -"dp_varying mediump vec2 TexCoord2;\n" -"#endif\n" -"\n" -"#ifdef MODE_LIGHTSOURCE\n" -"dp_varying mediump vec3 CubeVector;\n" -"#endif\n" -"\n" -"#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n" -"dp_varying mediump vec3 LightVector;\n" -"#endif\n" -"\n" -"#ifdef USEEYEVECTOR\n" -"dp_varying highp vec4 EyeVectorFogDepth;\n" -"#endif\n" -"\n" -"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n" -"dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n" -"dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" -"dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n" -"#else\n" -"# ifdef USEFOG\n" -"dp_varying highp vec3 EyeVectorModelSpace;\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef USEREFLECTION\n" -"dp_varying highp vec4 ModelViewProjectionPosition;\n" -"#endif\n" -"#ifdef MODE_DEFERREDLIGHTSOURCE\n" -"uniform highp vec3 LightPosition;\n" -"dp_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" -"dp_varying highp vec3 ShadowMapTC;\n" -"#endif\n" -"\n" -"#ifdef USEBOUNCEGRID\n" -"dp_varying highp vec3 BounceGridTexCoord;\n" -"#endif\n" -"\n" -"#ifdef MODE_DEFERREDGEOMETRY\n" -"dp_varying highp float Depth;\n" -"#endif\n" -"\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_ScreenNormalMap;\n" -"#endif\n" -"#ifdef USEDEFERREDLIGHTMAP\n" -"#ifdef USECELOUTLINES\n" -"uniform sampler2D Texture_ScreenNormalMap;\n" -"#endif\n" -"uniform sampler2D Texture_ScreenDiffuse;\n" -"uniform sampler2D Texture_ScreenSpecular;\n" -"#endif\n" -"\n" -"uniform mediump vec3 Color_Pants;\n" -"uniform mediump vec3 Color_Shirt;\n" -"uniform mediump vec3 FogColor;\n" -"\n" -"#ifdef USEFOG\n" -"uniform highp float FogRangeRecip;\n" -"uniform highp float FogPlaneViewDist;\n" -"uniform highp float FogHeightFade;\n" -"vec3 FogVertex(vec4 surfacecolor)\n" -"{\n" -"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n" -" vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n" -"#endif\n" -" float FogPlaneVertexDist = EyeVectorFogDepth.w;\n" -" float fogfrac;\n" -" vec3 fc = FogColor;\n" -"#ifdef USEFOGALPHAHACK\n" -" fc *= surfacecolor.a;\n" -"#endif\n" -"#ifdef USEFOGHEIGHTTEXTURE\n" -" vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n" -" fogfrac = fogheightpixel.a;\n" -" return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_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(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n" -"#endif\n" -"}\n" -"#endif\n" -"\n" -"#ifdef USEOFFSETMAPPING\n" -"uniform mediump vec4 OffsetMapping_ScaleSteps;\n" -"uniform mediump float OffsetMapping_Bias;\n" -"#ifdef USEOFFSETMAPPING_LOD\n" -"uniform mediump float OffsetMapping_LodDistance;\n" -"#endif\n" -"vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n" -"{\n" -" float i;\n" -" // distance-based LOD\n" -"#ifdef USEOFFSETMAPPING_LOD\n" -" //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n" -" //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n" -" mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n" -"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" -" // stupid workaround because 1-step and 2-step reliefmapping is void\n" -" mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n" -"#else\n" -" mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n" -"#endif\n" -" mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n" -" mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n" -"#else\n" -" #define ScaleSteps OffsetMapping_ScaleSteps\n" -"#endif\n" -"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" -" float f;\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(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n" -" //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n" -" vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n" -" vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n" -" OffsetVector *= ScaleSteps.z;\n" -" for(i = 1.0; i < ScaleSteps.y; ++i)\n" -" RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n" -" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n" -" return RT.xy;\n" -"#else\n" -" // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n" -" //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n" -" //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n" -" vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n" -" OffsetVector *= ScaleSteps.z;\n" -" for(i = 0.0; i < ScaleSteps.y; ++i)\n" -" TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).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" -" float m = max(max(adir.x, adir.y), adir.z);\n" -" vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n" -"#ifdef USEDEPTHRGB\n" -" return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n" -"#else\n" -" vec2 mparams = ShadowMap_Parameters.xy / m;\n" -" return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n" -"#endif\n" -"}\n" -"# else\n" -"vec3 GetShadowMapTC2D(vec3 dir)\n" -"{\n" -" vec3 adir = abs(dir);\n" -" float m; vec4 proj;\n" -" if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }\n" -" if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }\n" -"#ifdef USEDEPTHRGB\n" -" return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n" -"#else\n" -" vec2 mparams = ShadowMap_Parameters.xy / m;\n" -" return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n" -"#endif\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 USEDEPTHRGB\n" -"# ifdef USESHADOWMAPPCF\n" -"# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale))\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" -"# else\n" -" f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale)));\n" -"# endif\n" -"# else\n" -"# ifdef USESHADOWSAMPLER\n" -"# ifdef USESHADOWMAPPCF\n" -"# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) \n" -" vec2 offset = fract(shadowmaptc.xy - 0.5);\n" -" vec4 size = vec4(offset + 1.0, 2.0 - offset);\n" -"# if USESHADOWMAPPCF > 1\n" -" vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale;\n" -" vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n" -" f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +\n" -" (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +\n" -" (4.0/25.0)*texval(center);\n" -"# else\n" -" vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n" -" f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));\n" -"# endif \n" -"# else\n" -" f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\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) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n" -"# else\n" -"# define texval(x, y) dp_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, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n" -"# endif\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" -"#ifdef USESKELETAL\n" -" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n" -" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n" -" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n" -" vec4 sw = Attrib_SkeletalWeight;\n" -" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n" -" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n" -" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n" -" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n" -" mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n" -" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n" -" vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n" -" vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n" -" vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n" -"#define Attrib_Position SkeletalVertex\n" -"#define Attrib_TexCoord1 SkeletalSVector\n" -"#define Attrib_TexCoord2 SkeletalTVector\n" -"#define Attrib_TexCoord3 SkeletalNormal\n" -"#endif\n" -" TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\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 EyeRelative = EyePosition - Attrib_Position.xyz;\n" -" EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n" -" EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n" -" EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n" -" EyeVectorFogDepth.w = 0.0;\n" -"#endif\n" -"\n" -" VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n" -" VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n" -" VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n" -" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" -"#ifdef USETRIPPY\n" -" gl_Position = TrippyVertex(gl_Position);\n" -"#endif\n" -" Depth = (ModelViewMatrix * Attrib_Position).z;\n" -"}\n" -"#endif // VERTEX_SHADER\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"void main(void)\n" -"{\n" -"#ifdef USEOFFSETMAPPING\n" -" // apply offsetmapping\n" -" vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n" -" vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n" -" vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n" -"# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n" -"#else\n" -"# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n" -"#endif\n" -"\n" -"#ifdef USEALPHAKILL\n" -" if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n" -" discard;\n" -"#endif\n" -"\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" float alpha = offsetMappedTexture2D(Texture_Color).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(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n" -" float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n" -"#else\n" -" vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n" -" float a = offsetMappedTexture2D(Texture_Gloss).a;\n" -"#endif\n" -"\n" -" vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n" -" dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, 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" -" // get the geometry information (depth, normal, specular exponent)\n" -" myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n" -" // decode viewspace pixel normal\n" -"// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n" -" myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n" -" // decode viewspace pixel position\n" -"// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n" -" position.z = normalmap.b;\n" -"// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n" -" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n" -"\n" -" // now do the actual shading\n" -" // surfacenormal = pixel normal in viewspace\n" -" // LightVector = pixel to light in viewspace\n" -" // CubeVector = pixel in lightspace\n" -" // eyenormal = pixel to view direction in viewspace\n" -" vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n" -" myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" -"#ifdef USEDIFFUSE\n" -" // calculate diffuse shading\n" -" myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));\n" -"SHADEDIFFUSE\n" -"#endif\n" -"#ifdef USESPECULAR\n" -" // calculate directional shading\n" -" myhalf3 eyenormal = -normalize(cast_myhalf3(position));\n" -"SHADESPECULAR(SpecularPower * normalmap.a)\n" -"#endif\n" -"\n" -"#if defined(USESHADOWMAP2D)\n" -" fade *= ShadowMapCompare(CubeVector);\n" -"#endif\n" -"\n" -"#ifdef USESPECULAR\n" -" gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n" -" gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n" -"# ifdef USECUBEFILTER\n" -" vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n" -" gl_FragData[0].rgb *= cubecolor;\n" -" gl_FragData[1].rgb *= cubecolor;\n" -"# endif\n" -"#else\n" -"# ifdef USEDIFFUSE\n" -" gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n" -"# else\n" -" gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n" -"# endif\n" -"# ifdef USECUBEFILTER\n" -" vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n" -" gl_FragColor.rgb *= cubecolor;\n" -"# endif\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" -"#ifdef USEBOUNCEGRID\n" -"uniform highp mat4 BounceGridMatrix;\n" -"#endif\n" -"void main(void)\n" -"{\n" -"#ifdef USESKELETAL\n" -" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n" -" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n" -" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n" -" vec4 sw = Attrib_SkeletalWeight;\n" -" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n" -" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n" -" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n" -" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n" -"// ivec4 si = ivec4(Attrib_SkeletalIndex);\n" -"// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;\n" -" mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n" -" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n" -" SkeletalVertex.w = 1.0;\n" -" vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n" -" vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n" -" vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n" -"#define Attrib_Position SkeletalVertex\n" -"#define Attrib_TexCoord1 SkeletalSVector\n" -"#define Attrib_TexCoord2 SkeletalTVector\n" -"#define Attrib_TexCoord3 SkeletalNormal\n" -"#endif\n" -"\n" -"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n" -" VertexColor = Attrib_Color;\n" -"#endif\n" -" // copy the surface texcoord\n" -"#ifdef USELIGHTMAP\n" -" TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n" -"#else\n" -" TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n" -"#endif\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n" -"#endif\n" -"\n" -"#ifdef USEBOUNCEGRID\n" -" BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n" -"#ifdef USEBOUNCEGRIDDIRECTIONAL\n" -" BounceGridTexCoord.z *= 0.125;\n" -"#endif\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 EyeRelative = EyePosition - Attrib_Position.xyz;\n" -" EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n" -" EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n" -" EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n" -"#ifdef USEFOG\n" -" EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n" -"#else\n" -" EyeVectorFogDepth.w = 0.0;\n" -"#endif\n" -"#endif\n" -"\n" -"\n" -"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n" -"# ifdef USEFOG\n" -" VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n" -" VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n" -" VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n" -"# else\n" -" VectorS = vec4(Attrib_TexCoord1, 0);\n" -" VectorT = vec4(Attrib_TexCoord2, 0);\n" -" VectorR = vec4(Attrib_TexCoord3, 0);\n" -"# endif\n" -"#else\n" -"# ifdef USEFOG\n" -" EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n" -"# endif\n" -"#endif\n" -"\n" -" // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\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" -"#ifdef USETRIPPY\n" -" gl_Position = TrippyVertex(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 mediump 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" -"#ifdef USEBOUNCEGRID\n" -"uniform sampler3D Texture_BounceGrid;\n" -"uniform float BounceGridIntensity;\n" -"uniform highp mat4 BounceGridMatrix;\n" -"#endif\n" -"uniform highp float ClientTime;\n" -"#ifdef USENORMALMAPSCROLLBLEND\n" -"uniform highp vec2 NormalmapScrollBlend;\n" -"#endif\n" -"void main(void)\n" -"{\n" -"#ifdef USEOFFSETMAPPING\n" -" // apply offsetmapping\n" -" vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n" -" vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n" -" vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n" -"# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n" -"# define TexCoord TexCoordOffset\n" -"#else\n" -"# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n" -"# define TexCoord TexCoordSurfaceLightmap.xy\n" -"#endif\n" -"\n" -" // combine the diffuse textures (base, pants, shirt)\n" -" myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));\n" -"#ifdef USEALPHAKILL\n" -" if (color.a < 0.5)\n" -" discard;\n" -"#endif\n" -" color.a *= Alpha;\n" -"#ifdef USECOLORMAPPING\n" -" color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n" -"#endif\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -"#ifdef USEBOTHALPHAS\n" -" myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n" -" myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));\n" -" color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n" -"#else\n" -" myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));\n" -" //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));\n" -" //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;\n" -" color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n" -"#endif\n" -" color.a = 1.0;\n" -" //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);\n" -"#endif\n" -"#ifdef USEALPHAGENVERTEX\n" -" color.a *= VertexColor.a;\n" -"#endif\n" -"\n" -" // get the surface normal\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));\n" -"#else\n" -" myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_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(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n" -"# else\n" -" myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef USEREFLECTCUBE\n" -" vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n" -" vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n" -" vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n" -" diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n" -"#endif\n" -"\n" -"#ifdef USESPECULAR\n" -" myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));\n" -"#endif\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_LIGHTSOURCE\n" -" // light source\n" -"#ifdef USEDIFFUSE\n" -" myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n" -"SHADEDIFFUSE\n" -" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n" -"#ifdef USESPECULAR\n" -"SHADESPECULAR(SpecularPower * glosstex.a)\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 *= cast_myhalf(dp_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 *= cast_myhalf3(dp_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 = cast_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 = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n" -" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" -" // convert modelspace light vector to tangentspace\n" -" myhalf3 lightnormal;\n" -" lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n" -" lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n" -" lightnormal.z = dot(lightnormal_modelspace, cast_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 = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n" -" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" -"#endif\n" -"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n" -" #define SHADING\n" -" // forced deluxemap on lightmapped/vertexlit surfaces\n" -" myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);\n" -" #ifdef USELIGHTMAP\n" -" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" -" #else\n" -" myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n" -" #endif\n" -"#endif\n" -"#ifdef MODE_FAKELIGHT\n" -" #define SHADING\n" -" myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n" -" myhalf3 lightcolor = cast_myhalf3(1.0);\n" -"#endif // MODE_FAKELIGHT\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_LIGHTMAP\n" -" color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n" -"#endif // MODE_LIGHTMAP\n" -"#ifdef MODE_VERTEXCOLOR\n" -" color.rgb = diffusetex * (Color_Ambient + cast_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" -"SHADEDIFFUSE\n" -"# ifdef USESPECULAR\n" -"SHADESPECULAR(SpecularPower * glosstex.a)\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 * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n" -" color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n" -"// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);\n" -"#endif\n" -"\n" -"#ifdef USEBOUNCEGRID\n" -"#ifdef USEBOUNCEGRIDDIRECTIONAL\n" -"// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord ));\n" -"// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);\n" -" myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n" -" myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n" -" myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n" -" myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n" -" myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n" -" myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n" -" myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n" -" myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n" -" myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n" -"// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);\n" -" myhalf3 bouncegrid_light = cast_myhalf3(\n" -" dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n" -" dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n" -" dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n" -" color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n" -"// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n" -"#else\n" -" color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n" -"#endif\n" -"#endif\n" -"\n" -"#ifdef USEGLOW\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n" -"#else\n" -" color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n" -"#endif\n" -"#endif\n" -"\n" -"#ifdef USECELOUTLINES\n" -"# ifdef USEDEFERREDLIGHTMAP\n" -"// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n" -" vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);\n" -" vec4 DepthNeighbors;\n" -"\n" -" // enable to test ink on white geometry\n" -"// color.rgb = vec3(1.0, 1.0, 1.0);\n" -"\n" -" // note: this seems to be negative\n" -" float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;\n" -"\n" -" // edge detect method\n" -"// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;\n" -"// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;\n" -"// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;\n" -"// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;\n" -"// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));\n" -"// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));\n" -"// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));\n" -"// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); \n" -"\n" -" // shadow method\n" -" float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)\n" -"// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)\n" -"// float DepthScale1 = 0.003;\n" -" float DepthScale2 = DepthScale1 / 2.0;\n" -"// float DepthScale3 = DepthScale1 / 4.0;\n" -" float DepthBias1 = -DepthCenter * DepthScale1;\n" -" float DepthBias2 = -DepthCenter * DepthScale2;\n" -"// float DepthBias3 = -DepthCenter * DepthScale3;\n" -" float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1)\n" -" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1)\n" -" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)\n" -" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1)\n" -" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2)\n" -" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2)\n" -" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)\n" -" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2)\n" -"// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3)\n" -"// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3)\n" -"// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)\n" -"// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3)\n" -" - 0.0;\n" -" color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));\n" -"// color.r = DepthCenter / -1024.0;\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef USEFOG\n" -" color.rgb = FogVertex(color);\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(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" -" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n" -" #ifdef USENORMALMAPSCROLLBLEND\n" -"# ifdef USEOFFSETMAPPING\n" -" vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);\n" -"# else\n" -" vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n" -"# endif\n" -" normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n" -" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n" -" #else\n" -" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\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(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" -" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" -" color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n" -"#endif\n" -"\n" -" dp_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" +"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n", +"// written by Forest 'LordHavoc' Hale\n", +"// shadowmapping enhancements by Lee 'eihrul' Salzman\n", +"\n", +"#ifdef USECELSHADING\n", +"# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));\n", +"# ifdef USEEXACTSPECULARMATH\n", +"# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);\n", +"# else\n", +"# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);\n", +"# endif\n", +"#else\n", +"# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n", +"# ifdef USEEXACTSPECULARMATH\n", +"# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);\n", +"# else\n", +"# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);\n", +"# endif\n", +"#endif\n", +"\n", +"#ifdef GLSL130\n", +"precision highp float;\n", +"# ifdef VERTEX_SHADER\n", +"# define dp_varying out\n", +"# define dp_attribute in\n", +"# endif\n", +"# ifdef FRAGMENT_SHADER\n", +"out vec4 dp_FragColor;\n", +"# define dp_varying in\n", +"# define dp_attribute in\n", +"# endif\n", +"# define dp_offsetmapping_dFdx dFdx\n", +"# define dp_offsetmapping_dFdy dFdy\n", +"# define dp_textureGrad textureGrad\n", +"# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))\n", +"# define dp_texture2D texture\n", +"# define dp_texture3D texture\n", +"# define dp_textureCube texture\n", +"# define dp_shadow2D(a,b) float(texture(a,b))\n", +"#else\n", +"# ifdef FRAGMENT_SHADER\n", +"# define dp_FragColor gl_FragColor\n", +"# endif\n", +"# define dp_varying varying\n", +"# define dp_attribute attribute\n", +"# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)\n", +"# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)\n", +"# define dp_textureGrad(a,b,c,d) texture2D(a,b)\n", +"# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))\n", +"# define dp_texture2D texture2D\n", +"# define dp_texture3D texture3D\n", +"# define dp_textureCube textureCube\n", +"# define dp_shadow2D(a,b) float(shadow2D(a,b))\n", +"#endif\n", +"\n", +"// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n", +"// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n", +"#ifndef GL_ES\n", +"#define lowp\n", +"#define mediump\n", +"#define highp\n", +"#endif\n", +"\n", +"#ifdef USEDEPTHRGB\n", +" // for 565 RGB we'd need to use different multipliers\n", +"#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))\n", +"#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))\n", +"#endif\n", +"\n", +"#ifdef VERTEX_SHADER\n", +"dp_attribute vec4 Attrib_Position; // vertex\n", +"dp_attribute vec4 Attrib_Color; // color\n", +"dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n", +"dp_attribute vec3 Attrib_TexCoord1; // svector\n", +"dp_attribute vec3 Attrib_TexCoord2; // tvector\n", +"dp_attribute vec3 Attrib_TexCoord3; // normal\n", +"dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n", +"#ifdef USESKELETAL\n", +"//uniform mat4 Skeletal_Transform[128];\n", +"uniform vec4 Skeletal_Transform12[768];\n", +"dp_attribute vec4 Attrib_SkeletalIndex;\n", +"dp_attribute vec4 Attrib_SkeletalWeight;\n", +"#endif\n", +"#endif\n", +"dp_varying mediump 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) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n", +"# define USELIGHTMAP\n", +"#endif\n", +"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\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", +"//# define cast_myhalf half\n", +"//# define cast_myhalf2 half2\n", +"//# define cast_myhalf3 half3\n", +"//# define cast_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", +"# define cast_myhalf float\n", +"# define cast_myhalf2 vec2\n", +"# define cast_myhalf3 vec3\n", +"# define cast_myhalf4 vec4\n", +"//#endif\n", +"\n", +"#ifdef VERTEX_SHADER\n", +"uniform highp mat4 ModelViewProjectionMatrix;\n", +"#endif\n", +"\n", +"#ifdef VERTEX_SHADER\n", +"#ifdef USETRIPPY\n", +"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n", +"// tweaked scale\n", +"uniform highp float ClientTime;\n", +"vec4 TrippyVertex(vec4 position)\n", +"{\n", +" float worldTime = ClientTime;\n", +" // tweaked for Quake\n", +" worldTime *= 10.0;\n", +" position *= 0.125;\n", +" //~tweaked for Quake\n", +" float distanceSquared = (position.x * position.x + position.z * position.z);\n", +" position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n", +" float y = position.y;\n", +" float x = position.x;\n", +" float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n", +" position.y = x*sin(om)+y*cos(om);\n", +" position.x = x*cos(om)-y*sin(om);\n", +" return position;\n", +"}\n", +"#endif\n", +"#endif\n", +"\n", +"#ifdef MODE_DEPTH_OR_SHADOW\n", +"dp_varying highp float Depth;\n", +"#ifdef VERTEX_SHADER\n", +"void main(void)\n", +"{\n", +"#ifdef USESKELETAL\n", +" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n", +" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n", +" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n", +" vec4 sw = Attrib_SkeletalWeight;\n", +" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n", +" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n", +" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n", +" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n", +" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n", +"#define Attrib_Position SkeletalVertex\n", +"#endif\n", +" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n", +"#ifdef USETRIPPY\n", +" gl_Position = TrippyVertex(gl_Position);\n", +"#endif\n", +" Depth = gl_Position.z;\n", +"}\n", +"#endif\n", +"\n", +"#ifdef FRAGMENT_SHADER\n", +"void main(void)\n", +"{\n", +"#ifdef USEDEPTHRGB\n", +" dp_FragColor = encodedepthmacro(Depth);\n", +"#else\n", +" dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n", +"#endif\n", +"}\n", +"#endif\n", +"#else // !MODE_DEPTH_ORSHADOW\n", +"\n", +"\n", +"\n", +"\n", +"#ifdef MODE_POSTPROCESS\n", +"dp_varying mediump vec2 TexCoord1;\n", +"dp_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 mediump vec4 BloomColorSubtract;\n", +"#endif\n", +"#ifdef USEGAMMARAMPS\n", +"uniform sampler2D Texture_GammaRamps;\n", +"#endif\n", +"#ifdef USESATURATION\n", +"uniform mediump float Saturation;\n", +"#endif\n", +"#ifdef USEVIEWTINT\n", +"uniform mediump 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", +" dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n", +"#ifdef USEBLOOM\n", +" dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n", +"#endif\n", +"#ifdef USEVIEWTINT\n", +" dp_FragColor = mix(dp_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 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n", +" vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n", +" vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n", +" vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n", +" vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n", +" vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n", +" vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n", +" vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n", +" vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n", +" vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n", +" vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n", +" vec3 y6 = dp_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", +" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n", +" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n", +" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n", +" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n", +" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n", +" dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n", +" dp_FragColor.rgb = dp_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(dp_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, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n", +" dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n", +" dp_FragColor.r += rboost;\n", +" #else\n", +" // normal desaturation\n", +" //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n", +" dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n", +" #endif\n", +"#endif\n", +"\n", +"#ifdef USEGAMMARAMPS\n", +" dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n", +" dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n", +" dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_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", +"dp_varying mediump vec2 TexCoord1;\n", +"#endif\n", +"#ifdef USESPECULAR\n", +"dp_varying mediump vec2 TexCoord2;\n", +"#endif\n", +"uniform myhalf Alpha;\n", +"#ifdef VERTEX_SHADER\n", +"void main(void)\n", +"{\n", +"#ifdef USESKELETAL\n", +" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n", +" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n", +" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n", +" vec4 sw = Attrib_SkeletalWeight;\n", +" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n", +" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n", +" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n", +" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n", +" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n", +"#define Attrib_Position SkeletalVertex\n", +"#endif\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", +"#ifdef USETRIPPY\n", +" gl_Position = TrippyVertex(gl_Position);\n", +"#endif\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", +"#ifdef USEGAMMARAMPS\n", +"uniform sampler2D Texture_GammaRamps;\n", +"#endif\n", +"\n", +"void main(void)\n", +"{\n", +"#ifdef USEVIEWTINT\n", +" dp_FragColor = VertexColor;\n", +"#else\n", +" dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n", +"#endif\n", +"#ifdef USEDIFFUSE\n", +"# ifdef USEREFLECTCUBE\n", +" // suppress texture alpha\n", +" dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;\n", +"# else\n", +" dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n", +"# endif\n", +"#endif\n", +"\n", +"#ifdef USESPECULAR\n", +" vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n", +"# ifdef USECOLORMAPPING\n", +" dp_FragColor *= tex2;\n", +"# endif\n", +"# ifdef USEGLOW\n", +" dp_FragColor += tex2;\n", +"# endif\n", +"# ifdef USEVERTEXTEXTUREBLEND\n", +" dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n", +"# endif\n", +"#endif\n", +"#ifdef USEGAMMARAMPS\n", +" dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n", +" dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n", +" dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n", +"#endif\n", +"#ifdef USEALPHAKILL\n", +" dp_FragColor.a *= Alpha;\n", +"#endif\n", +"}\n", +"#endif\n", +"#else // !MODE_GENERIC\n", +"\n", +"\n", +"\n", +"\n", +"#ifdef MODE_BLOOMBLUR\n", +"dp_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 = dp_texture2D(Texture_First, tc).rgb;\n", +" tc += BloomBlur_Parameters.xy;\n", +" for (i = 1;i < SAMPLES;i++)\n", +" {\n", +" color += dp_texture2D(Texture_First, tc).rgb;\n", +" tc += BloomBlur_Parameters.xy;\n", +" }\n", +" dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n", +"}\n", +"#endif\n", +"#else // !MODE_BLOOMBLUR\n", +"#ifdef MODE_REFRACTION\n", +"dp_varying mediump vec2 TexCoord;\n", +"dp_varying highp vec4 ModelViewProjectionPosition;\n", +"uniform highp mat4 TexMatrix;\n", +"#ifdef VERTEX_SHADER\n", +"\n", +"void main(void)\n", +"{\n", +"#ifdef USESKELETAL\n", +" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n", +" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n", +" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n", +" vec4 sw = Attrib_SkeletalWeight;\n", +" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n", +" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n", +" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n", +" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n", +" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n", +"#define Attrib_Position SkeletalVertex\n", +"#endif\n", +"#ifdef USEALPHAGENVERTEX\n", +" VertexColor = Attrib_Color;\n", +"#endif\n", +" TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n", +" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n", +" ModelViewProjectionPosition = gl_Position;\n", +"#ifdef USETRIPPY\n", +" gl_Position = TrippyVertex(gl_Position);\n", +"#endif\n", +"}\n", +"#endif\n", +"\n", +"#ifdef FRAGMENT_SHADER\n", +"uniform sampler2D Texture_Normal;\n", +"uniform sampler2D Texture_Refraction;\n", +"\n", +"uniform mediump vec4 DistortScaleRefractReflect;\n", +"uniform mediump vec4 ScreenScaleRefractReflect;\n", +"uniform mediump vec4 ScreenCenterRefractReflect;\n", +"uniform mediump vec4 RefractColor;\n", +"uniform mediump vec4 ReflectColor;\n", +"uniform highp float ClientTime;\n", +"#ifdef USENORMALMAPSCROLLBLEND\n", +"uniform highp vec2 NormalmapScrollBlend;\n", +"#endif\n", +"\n", +"void main(void)\n", +"{\n", +" vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n", +" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n", +" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n", +"#ifdef USEALPHAGENVERTEX\n", +" vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;\n", +" vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n", +"#else\n", +" vec2 distort = DistortScaleRefractReflect.xy;\n", +" vec4 refractcolor = RefractColor;\n", +"#endif\n", +" #ifdef USENORMALMAPSCROLLBLEND\n", +" vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n", +" normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n", +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;\n", +" #else\n", +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;\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(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n", +" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n", +" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n", +" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n", +" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n", +" dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;\n", +"}\n", +"#endif\n", +"#else // !MODE_REFRACTION\n", +"\n", +"\n", +"\n", +"\n", +"#ifdef MODE_WATER\n", +"dp_varying mediump vec2 TexCoord;\n", +"dp_varying highp vec3 EyeVector;\n", +"dp_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", +"#ifdef USESKELETAL\n", +" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n", +" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n", +" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n", +" vec4 sw = Attrib_SkeletalWeight;\n", +" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n", +" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n", +" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n", +" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n", +" mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n", +" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n", +" vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n", +" vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n", +" vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n", +"#define Attrib_Position SkeletalVertex\n", +"#define Attrib_TexCoord1 SkeletalSVector\n", +"#define Attrib_TexCoord2 SkeletalTVector\n", +"#define Attrib_TexCoord3 SkeletalNormal\n", +"#endif\n", +"#ifdef USEALPHAGENVERTEX\n", +" VertexColor = Attrib_Color;\n", +"#endif\n", +" TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n", +" vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n", +" EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n", +" EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n", +" EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n", +" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n", +" ModelViewProjectionPosition = gl_Position;\n", +"#ifdef USETRIPPY\n", +" gl_Position = TrippyVertex(gl_Position);\n", +"#endif\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 mediump vec4 RefractColor;\n", +"uniform mediump 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(dp_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 USEALPHAGENVERTEX\n", +" vec4 distort = DistortScaleRefractReflect * VertexColor.a;\n", +" float reflectoffset = ReflectOffset * VertexColor.a;\n", +" float reflectfactor = ReflectFactor * VertexColor.a;\n", +" vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n", +"#else\n", +" vec4 distort = DistortScaleRefractReflect;\n", +" float reflectoffset = ReflectOffset;\n", +" float reflectfactor = ReflectFactor;\n", +" vec4 refractcolor = RefractColor;\n", +"#endif\n", +" #ifdef USENORMALMAPSCROLLBLEND\n", +" vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n", +" normal += dp_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 * distort;\n", +" #else\n", +" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;\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(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n", +" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n", +" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n", +" f *= min(1.0, length(dp_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(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n", +" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n", +" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n", +" f *= min(1.0, length(dp_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", +" dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_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", +"dp_varying mediump vec4 TexCoordSurfaceLightmap;\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +"dp_varying mediump vec2 TexCoord2;\n", +"#endif\n", +"\n", +"#ifdef MODE_LIGHTSOURCE\n", +"dp_varying mediump vec3 CubeVector;\n", +"#endif\n", +"\n", +"#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n", +"dp_varying mediump vec3 LightVector;\n", +"#endif\n", +"\n", +"#ifdef USEEYEVECTOR\n", +"dp_varying highp vec4 EyeVectorFogDepth;\n", +"#endif\n", +"\n", +"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n", +"dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n", +"dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n", +"dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n", +"#else\n", +"# ifdef USEFOG\n", +"dp_varying highp vec3 EyeVectorModelSpace;\n", +"# endif\n", +"#endif\n", +"\n", +"#ifdef USEREFLECTION\n", +"dp_varying highp vec4 ModelViewProjectionPosition;\n", +"#endif\n", +"#ifdef MODE_DEFERREDLIGHTSOURCE\n", +"uniform highp vec3 LightPosition;\n", +"dp_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", +"dp_varying highp vec3 ShadowMapTC;\n", +"#endif\n", +"\n", +"#ifdef USEBOUNCEGRID\n", +"dp_varying highp vec3 BounceGridTexCoord;\n", +"#endif\n", +"\n", +"#ifdef MODE_DEFERREDGEOMETRY\n", +"dp_varying highp float Depth;\n", +"#endif\n", +"\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_ScreenNormalMap;\n", +"#endif\n", +"#ifdef USEDEFERREDLIGHTMAP\n", +"#ifdef USECELOUTLINES\n", +"uniform sampler2D Texture_ScreenNormalMap;\n", +"#endif\n", +"uniform sampler2D Texture_ScreenDiffuse;\n", +"uniform sampler2D Texture_ScreenSpecular;\n", +"#endif\n", +"\n", +"uniform mediump vec3 Color_Pants;\n", +"uniform mediump vec3 Color_Shirt;\n", +"uniform mediump vec3 FogColor;\n", +"\n", +"#ifdef USEFOG\n", +"uniform highp float FogRangeRecip;\n", +"uniform highp float FogPlaneViewDist;\n", +"uniform highp float FogHeightFade;\n", +"vec3 FogVertex(vec4 surfacecolor)\n", +"{\n", +"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n", +" vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n", +"#endif\n", +" float FogPlaneVertexDist = EyeVectorFogDepth.w;\n", +" float fogfrac;\n", +" vec3 fc = FogColor;\n", +"#ifdef USEFOGALPHAHACK\n", +" fc *= surfacecolor.a;\n", +"#endif\n", +"#ifdef USEFOGHEIGHTTEXTURE\n", +" vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n", +" fogfrac = fogheightpixel.a;\n", +" return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_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(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n", +"#endif\n", +"}\n", +"#endif\n", +"\n", +"#ifdef USEOFFSETMAPPING\n", +"uniform mediump vec4 OffsetMapping_ScaleSteps;\n", +"uniform mediump float OffsetMapping_Bias;\n", +"#ifdef USEOFFSETMAPPING_LOD\n", +"uniform mediump float OffsetMapping_LodDistance;\n", +"#endif\n", +"vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n", +"{\n", +" float i;\n", +" // distance-based LOD\n", +"#ifdef USEOFFSETMAPPING_LOD\n", +" //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n", +" //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n", +" mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n", +"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n", +" // stupid workaround because 1-step and 2-step reliefmapping is void\n", +" mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n", +"#else\n", +" mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n", +"#endif\n", +" mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n", +" mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n", +"#else\n", +" #define ScaleSteps OffsetMapping_ScaleSteps\n", +"#endif\n", +"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n", +" float f;\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(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n", +" //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n", +" vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n", +" vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n", +" OffsetVector *= ScaleSteps.z;\n", +" for(i = 1.0; i < ScaleSteps.y; ++i)\n", +" RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n", +" for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n", +" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n", +" return RT.xy;\n", +"#else\n", +" // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n", +" //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n", +" //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n", +" vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n", +" OffsetVector *= ScaleSteps.z;\n", +" for(i = 0.0; i < ScaleSteps.y; ++i)\n", +" TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).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", +" float m = max(max(adir.x, adir.y), adir.z);\n", +" vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n", +"#ifdef USEDEPTHRGB\n", +" return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n", +"#else\n", +" vec2 mparams = ShadowMap_Parameters.xy / m;\n", +" return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n", +"#endif\n", +"}\n", +"# else\n", +"vec3 GetShadowMapTC2D(vec3 dir)\n", +"{\n", +" vec3 adir = abs(dir);\n", +" float m; vec4 proj;\n", +" if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }\n", +" if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }\n", +"#ifdef USEDEPTHRGB\n", +" return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n", +"#else\n", +" vec2 mparams = ShadowMap_Parameters.xy / m;\n", +" return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n", +"#endif\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 USEDEPTHRGB\n", +"# ifdef USESHADOWMAPPCF\n", +"# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale))\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", +"# else\n", +" f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale)));\n", +"# endif\n", +"# else\n", +"# ifdef USESHADOWSAMPLER\n", +"# ifdef USESHADOWMAPPCF\n", +"# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) \n", +" vec2 offset = fract(shadowmaptc.xy - 0.5);\n", +" vec4 size = vec4(offset + 1.0, 2.0 - offset);\n", +"# if USESHADOWMAPPCF > 1\n", +" vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale;\n", +" vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n", +" f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +\n", +" (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +\n", +" (4.0/25.0)*texval(center);\n", +"# else\n", +" vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n", +" f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));\n", +"# endif \n", +"# else\n", +" f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\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) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n", +"# else\n", +"# define texval(x, y) dp_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, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n", +"# endif\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", +"#ifdef USESKELETAL\n", +" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n", +" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n", +" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n", +" vec4 sw = Attrib_SkeletalWeight;\n", +" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n", +" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n", +" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n", +" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n", +" mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n", +" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n", +" vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n", +" vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n", +" vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n", +"#define Attrib_Position SkeletalVertex\n", +"#define Attrib_TexCoord1 SkeletalSVector\n", +"#define Attrib_TexCoord2 SkeletalTVector\n", +"#define Attrib_TexCoord3 SkeletalNormal\n", +"#endif\n", +" TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\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 EyeRelative = EyePosition - Attrib_Position.xyz;\n", +" EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n", +" EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n", +" EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n", +" EyeVectorFogDepth.w = 0.0;\n", +"#endif\n", +"\n", +" VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n", +" VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n", +" VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n", +" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n", +"#ifdef USETRIPPY\n", +" gl_Position = TrippyVertex(gl_Position);\n", +"#endif\n", +" Depth = (ModelViewMatrix * Attrib_Position).z;\n", +"}\n", +"#endif // VERTEX_SHADER\n", +"\n", +"#ifdef FRAGMENT_SHADER\n", +"void main(void)\n", +"{\n", +"#ifdef USEOFFSETMAPPING\n", +" // apply offsetmapping\n", +" vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n", +" vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n", +" vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n", +"# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n", +"#else\n", +"# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n", +"#endif\n", +"\n", +"#ifdef USEALPHAKILL\n", +" if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n", +" discard;\n", +"#endif\n", +"\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +" float alpha = offsetMappedTexture2D(Texture_Color).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(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n", +" float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n", +"#else\n", +" vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n", +" float a = offsetMappedTexture2D(Texture_Gloss).a;\n", +"#endif\n", +"\n", +" vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n", +" dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, 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", +" // get the geometry information (depth, normal, specular exponent)\n", +" myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n", +" // decode viewspace pixel normal\n", +"// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n", +" myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n", +" // decode viewspace pixel position\n", +"// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n", +" position.z = normalmap.b;\n", +"// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n", +" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n", +"\n", +" // now do the actual shading\n", +" // surfacenormal = pixel normal in viewspace\n", +" // LightVector = pixel to light in viewspace\n", +" // CubeVector = pixel in lightspace\n", +" // eyenormal = pixel to view direction in viewspace\n", +" vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n", +" myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n", +"#ifdef USEDIFFUSE\n", +" // calculate diffuse shading\n", +" myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));\n", +"SHADEDIFFUSE\n", +"#endif\n", +"#ifdef USESPECULAR\n", +" // calculate directional shading\n", +" myhalf3 eyenormal = -normalize(cast_myhalf3(position));\n", +"SHADESPECULAR(SpecularPower * normalmap.a)\n", +"#endif\n", +"\n", +"#if defined(USESHADOWMAP2D)\n", +" fade *= ShadowMapCompare(CubeVector);\n", +"#endif\n", +"\n", +"#ifdef USESPECULAR\n", +" gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n", +" gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n", +"# ifdef USECUBEFILTER\n", +" vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n", +" gl_FragData[0].rgb *= cubecolor;\n", +" gl_FragData[1].rgb *= cubecolor;\n", +"# endif\n", +"#else\n", +"# ifdef USEDIFFUSE\n", +" gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n", +"# else\n", +" gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n", +"# endif\n", +"# ifdef USECUBEFILTER\n", +" vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n", +" gl_FragColor.rgb *= cubecolor;\n", +"# endif\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", +"#ifdef USEBOUNCEGRID\n", +"uniform highp mat4 BounceGridMatrix;\n", +"#endif\n", +"void main(void)\n", +"{\n", +"#ifdef USESKELETAL\n", +" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n", +" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n", +" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n", +" vec4 sw = Attrib_SkeletalWeight;\n", +" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n", +" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n", +" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n", +" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n", +"// ivec4 si = ivec4(Attrib_SkeletalIndex);\n", +"// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;\n", +" mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n", +" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n", +" SkeletalVertex.w = 1.0;\n", +" vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n", +" vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n", +" vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n", +"#define Attrib_Position SkeletalVertex\n", +"#define Attrib_TexCoord1 SkeletalSVector\n", +"#define Attrib_TexCoord2 SkeletalTVector\n", +"#define Attrib_TexCoord3 SkeletalNormal\n", +"#endif\n", +"\n", +"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n", +" VertexColor = Attrib_Color;\n", +"#endif\n", +" // copy the surface texcoord\n", +"#ifdef USELIGHTMAP\n", +" TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n", +"#else\n", +" TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n", +"#endif\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +" TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n", +"#endif\n", +"\n", +"#ifdef USEBOUNCEGRID\n", +" BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n", +"#ifdef USEBOUNCEGRIDDIRECTIONAL\n", +" BounceGridTexCoord.z *= 0.125;\n", +"#endif\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 EyeRelative = EyePosition - Attrib_Position.xyz;\n", +" EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n", +" EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n", +" EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n", +"#ifdef USEFOG\n", +" EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n", +"#else\n", +" EyeVectorFogDepth.w = 0.0;\n", +"#endif\n", +"#endif\n", +"\n", +"\n", +"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n", +"# ifdef USEFOG\n", +" VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n", +" VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n", +" VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n", +"# else\n", +" VectorS = vec4(Attrib_TexCoord1, 0);\n", +" VectorT = vec4(Attrib_TexCoord2, 0);\n", +" VectorR = vec4(Attrib_TexCoord3, 0);\n", +"# endif\n", +"#else\n", +"# ifdef USEFOG\n", +" EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n", +"# endif\n", +"#endif\n", +"\n", +" // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\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", +"#ifdef USETRIPPY\n", +" gl_Position = TrippyVertex(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 mediump 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", +"#ifdef USEBOUNCEGRID\n", +"uniform sampler3D Texture_BounceGrid;\n", +"uniform float BounceGridIntensity;\n", +"uniform highp mat4 BounceGridMatrix;\n", +"#endif\n", +"uniform highp float ClientTime;\n", +"#ifdef USENORMALMAPSCROLLBLEND\n", +"uniform highp vec2 NormalmapScrollBlend;\n", +"#endif\n", +"void main(void)\n", +"{\n", +"#ifdef USEOFFSETMAPPING\n", +" // apply offsetmapping\n", +" vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n", +" vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n", +" vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n", +"# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n", +"# define TexCoord TexCoordOffset\n", +"#else\n", +"# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n", +"# define TexCoord TexCoordSurfaceLightmap.xy\n", +"#endif\n", +"\n", +" // combine the diffuse textures (base, pants, shirt)\n", +" myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));\n", +"#ifdef USEALPHAKILL\n", +" if (color.a < 0.5)\n", +" discard;\n", +"#endif\n", +" color.a *= Alpha;\n", +"#ifdef USECOLORMAPPING\n", +" color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n", +"#endif\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +"#ifdef USEBOTHALPHAS\n", +" myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n", +" myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));\n", +" color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n", +"#else\n", +" myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));\n", +" //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));\n", +" //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;\n", +" color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n", +"#endif\n", +" color.a = 1.0;\n", +" //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);\n", +"#endif\n", +"#ifdef USEALPHAGENVERTEX\n", +" color.a *= VertexColor.a;\n", +"#endif\n", +"\n", +" // get the surface normal\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +" myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));\n", +"#else\n", +" myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_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(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n", +"# else\n", +" myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));\n", +"# endif\n", +"#endif\n", +"\n", +"#ifdef USEREFLECTCUBE\n", +" vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n", +" vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n", +" vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n", +" diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n", +"#endif\n", +"\n", +"#ifdef USESPECULAR\n", +" myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));\n", +"#endif\n", +"\n", +"\n", +"\n", +"\n", +"#ifdef MODE_LIGHTSOURCE\n", +" // light source\n", +"#ifdef USEDIFFUSE\n", +" myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n", +"SHADEDIFFUSE\n", +" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n", +"#ifdef USESPECULAR\n", +"SHADESPECULAR(SpecularPower * glosstex.a)\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 *= cast_myhalf(dp_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 *= cast_myhalf3(dp_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 = cast_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 = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n", +" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n", +" // convert modelspace light vector to tangentspace\n", +" myhalf3 lightnormal;\n", +" lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n", +" lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n", +" lightnormal.z = dot(lightnormal_modelspace, cast_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 = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n", +" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n", +"#endif\n", +"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n", +" #define SHADING\n", +" // forced deluxemap on lightmapped/vertexlit surfaces\n", +" myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);\n", +" #ifdef USELIGHTMAP\n", +" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n", +" #else\n", +" myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n", +" #endif\n", +"#endif\n", +"#ifdef MODE_FAKELIGHT\n", +" #define SHADING\n", +" myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n", +" myhalf3 lightcolor = cast_myhalf3(1.0);\n", +"#endif // MODE_FAKELIGHT\n", +"\n", +"\n", +"\n", +"\n", +"#ifdef MODE_LIGHTMAP\n", +" color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n", +"#endif // MODE_LIGHTMAP\n", +"#ifdef MODE_VERTEXCOLOR\n", +" color.rgb = diffusetex * (Color_Ambient + cast_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", +"SHADEDIFFUSE\n", +"# ifdef USESPECULAR\n", +"SHADESPECULAR(SpecularPower * glosstex.a)\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 * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n", +" color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n", +"// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);\n", +"#endif\n", +"\n", +"#ifdef USEBOUNCEGRID\n", +"#ifdef USEBOUNCEGRIDDIRECTIONAL\n", +"// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord ));\n", +"// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);\n", +" myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n", +" myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n", +" myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n", +" myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n", +" myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n", +" myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n", +" myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n", +" myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n", +" myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n", +"// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);\n", +" myhalf3 bouncegrid_light = cast_myhalf3(\n", +" dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n", +" dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n", +" dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n", +" color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n", +"// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n", +"#else\n", +" color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n", +"#endif\n", +"#endif\n", +"\n", +"#ifdef USEGLOW\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +" color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n", +"#else\n", +" color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n", +"#endif\n", +"#endif\n", +"\n", +"#ifdef USECELOUTLINES\n", +"# ifdef USEDEFERREDLIGHTMAP\n", +"// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n", +" vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);\n", +" vec4 DepthNeighbors;\n", +"\n", +" // enable to test ink on white geometry\n", +"// color.rgb = vec3(1.0, 1.0, 1.0);\n", +"\n", +" // note: this seems to be negative\n", +" float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;\n", +"\n", +" // edge detect method\n", +"// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;\n", +"// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;\n", +"// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;\n", +"// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;\n", +"// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));\n", +"// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));\n", +"// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));\n", +"// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); \n", +"\n", +" // shadow method\n", +" float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)\n", +"// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)\n", +"// float DepthScale1 = 0.003;\n", +" float DepthScale2 = DepthScale1 / 2.0;\n", +"// float DepthScale3 = DepthScale1 / 4.0;\n", +" float DepthBias1 = -DepthCenter * DepthScale1;\n", +" float DepthBias2 = -DepthCenter * DepthScale2;\n", +"// float DepthBias3 = -DepthCenter * DepthScale3;\n", +" float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1)\n", +" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1)\n", +" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)\n", +" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1)\n", +" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2)\n", +" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2)\n", +" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)\n", +" + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2)\n", +"// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3)\n", +"// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3)\n", +"// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)\n", +"// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3)\n", +" - 0.0;\n", +" color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));\n", +"// color.r = DepthCenter / -1024.0;\n", +"# endif\n", +"#endif\n", +"\n", +"#ifdef USEFOG\n", +" color.rgb = FogVertex(color);\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(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n", +" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n", +" #ifdef USENORMALMAPSCROLLBLEND\n", +"# ifdef USEOFFSETMAPPING\n", +" vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);\n", +"# else\n", +" vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n", +"# endif\n", +" normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n", +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n", +" #else\n", +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\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(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n", +" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n", +" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n", +" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n", +" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n", +" color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n", +"#endif\n", +"\n", +" dp_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_DEPTH_OR_SHADOW\n", diff --git a/shader_hlsl.h b/shader_hlsl.h index 20770d18..3e6324d6 100644 --- a/shader_hlsl.h +++ b/shader_hlsl.h @@ -1,1593 +1,1559 @@ -"// 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) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\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 VERTEX_SHADER\n" -"#ifdef USETRIPPY\n" -"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n" -"// tweaked scale\n" -"float4 TrippyVertex(float4 position)\n" -"(\n" -"uniform float ClientTime : register(c2)\n" -")\n" -"{\n" -" float worldTime = ClientTime;\n" -" // tweaked for Quake\n" -" worldTime *= 10.0;\n" -" position *= 0.125;\n" -" //~tweaked for Quake\n" -" float distanceSquared = (position.x * position.x + position.z * position.z);\n" -" position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n" -" float y = position.y;\n" -" float x = position.x;\n" -" float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n" -" position.y = x*sin(om)+y*cos(om);\n" -" position.x = x*cos(om)-y*sin(om);\n" -" return position;\n" -"}\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" -"#ifdef USETRIPPY\n" -" gl_Position = TrippyVertex(gl_Position);\n" -"#endif\n" -" Depth = gl_Position.z;\n" -"}\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"void main\n" -"(\n" -"float Depth : TEXCOORD0,\n" -"out float4 dp_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" -" dp_FragColor = temp;\n" -"// dp_FragColor = float4(Depth,0,0,0);\n" -"}\n" -"#endif\n" -"#else // !MODE_DEPTH_OR_SHADOW\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" -"#ifdef USETRIPPY\n" -" gl_Position = TrippyVertex(gl_Position);\n" -"#endif\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 dp_FragColor : COLOR\n" -")\n" -"{\n" -" dp_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 dp_FragColor : COLOR\n" -")\n" -"{\n" -" dp_FragColor = tex2D(Texture_First, TexCoord1);\n" -"#ifdef USEBLOOM\n" -" dp_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n" -"#endif\n" -"#ifdef USEVIEWTINT\n" -" dp_FragColor = lerp(dp_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" -" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n" -" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n" -" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n" -" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n" -" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n" -" dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n" -" dp_FragColor.rgb = dp_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(dp_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, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n" -" dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n" -" dp_FragColor.r += r;\n" -" #else\n" -" // normal desaturation\n" -" //dp_FragColor = float3(y,y,y) + (dp_FragColor.rgb - float3(y)) * Saturation;\n" -" dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n" -" #endif\n" -"#endif\n" -"\n" -"#ifdef USEGAMMARAMPS\n" -" dp_FragColor.r = tex2D(Texture_GammaRamps, float2(dp_FragColor.r, 0)).r;\n" -" dp_FragColor.g = tex2D(Texture_GammaRamps, float2(dp_FragColor.g, 0)).g;\n" -" dp_FragColor.b = tex2D(Texture_GammaRamps, float2(dp_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" -" 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 = mul(ModelViewProjectionMatrix, gl_Vertex);\n" -"#ifdef USETRIPPY\n" -" gl_Position = TrippyVertex(gl_Position);\n" -"#endif\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" -"#ifdef USEGAMMARAMPS\n" -"uniform sampler Texture_GammaRamps : register(s2),\n" -"#endif\n" -"uniform half Alpha : register(c0),\n" -"out float4 dp_FragColor : COLOR\n" -")\n" -"{\n" -"#ifdef USEVIEWTINT\n" -" dp_FragColor = gl_FrontColor;\n" -"#else\n" -" dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n" -"#endif\n" -"#ifdef USEDIFFUSE\n" -"# ifdef USEREFLECTCUBE\n" -" // suppress texture alpha\n" -" dp_FragColor.rgb *= tex2D(Texture_First, TexCoord1).rgb;\n" -"# else\n" -" dp_FragColor *= tex2D(Texture_First, TexCoord1);\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef USESPECULAR\n" -" float4 tex2 = tex2D(Texture_Second, TexCoord2);\n" -"# ifdef USECOLORMAPPING\n" -" dp_FragColor *= tex2;\n" -"# endif\n" -"# ifdef USEGLOW\n" -" dp_FragColor += tex2;\n" -"# endif\n" -"# ifdef USEVERTEXTEXTUREBLEND\n" -" dp_FragColor = lerp(dp_FragColor, tex2, tex2.a);\n" -"# endif\n" -"#endif\n" -"#ifdef USEGAMMARAMPS\n" -" dp_FragColor.r = tex2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n" -" dp_FragColor.g = tex2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n" -" dp_FragColor.b = tex2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n" -"#endif\n" -"#ifdef USEALPHAKILL\n" -" dp_FragColor.a *= Alpha;\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 dp_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" -" dp_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" -"#ifdef USEALPHAGENVERTEX\n" -"float4 gl_Color : COLOR0,\n" -"#endif\n" -"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" -"uniform float4x4 TexMatrix : register(c0),\n" -"uniform float3 EyePosition : register(c24),\n" -"#ifdef USEALPHAGENVERTEX\n" -"out float4 gl_FrontColor : COLOR,\n" -"#endif\n" -"out float4 gl_Position : POSITION,\n" -"out float2 TexCoord : TEXCOORD0,\n" -"out float3 EyeVector : TEXCOORD1,\n" -"out float4 ModelViewProjectionPosition : TEXCOORD2\n" -")\n" -"{\n" -"#ifdef USEALPHAGENVERTEX\n" -" gl_FrontColor = gl_Color;\n" -"#endif\n" -" TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n" -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" -" ModelViewProjectionPosition = gl_Position;\n" -"#ifdef USETRIPPY\n" -" gl_Position = TrippyVertex(gl_Position);\n" -"#endif\n" -"}\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"void main\n" -"(\n" -"#ifdef USEALPHAGENVERTEX\n" -"float4 gl_FrontColor : COLOR,\n" -"#endif\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 dp_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" -"#ifdef USEALPHAGENVERTEX\n" -" float2 distort = DistortScaleRefractReflect.xy * gl_FrontColor.a;\n" -" float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n" -"#else\n" -" float2 distort = DistortScaleRefractReflect.xy;\n" -" float4 refractcolor = RefractColor;\n" -"#endif\n" -" float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * distort;\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" -" dp_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" -"#ifdef USEALPHAGENVERTEX\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" -"uniform float3 EyePosition : register(c24),\n" -"#ifdef USEALPHAGENVERTEX\n" -"out float4 gl_FrontColor : COLOR,\n" -"#endif\n" -"out float4 gl_Position : POSITION,\n" -"out float2 TexCoord : TEXCOORD0,\n" -"out float3 EyeVector : TEXCOORD1,\n" -"out float4 ModelViewProjectionPosition : TEXCOORD2\n" -")\n" -"{\n" -"#ifdef USEALPHAGENVERTEX\n" -" gl_FrontColor = gl_Color;\n" -"#endif\n" -" TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n" -" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" -" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n" -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" -" ModelViewProjectionPosition = gl_Position;\n" -"#ifdef USETRIPPY\n" -" gl_Position = TrippyVertex(gl_Position);\n" -"#endif\n" -"}\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"void main\n" -"(\n" -"#ifdef USEALPHAGENVERTEX\n" -"float4 gl_FrontColor : COLOR,\n" -"#endif\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 dp_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" -"#ifdef USEALPHAGENVERTEX\n" -" float4 distort = DistortScaleRefractReflect * gl_FrontColor.a;\n" -" float reflectoffset = ReflectOffset * gl_FrontColor.a;\n" -" float reflectfactor = ReflectFactor * gl_FrontColor.a;\n" -" float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n" -"#else\n" -" float4 distort = DistortScaleRefractReflect;\n" -" float reflectoffset = ReflectOffset;\n" -" float reflectfactor = ReflectFactor;\n" -" float4 refractcolor = RefractColor;\n" -"#endif\n" -" float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * distort;\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" -" dp_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(float4 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n" -"{\n" -" float fogfrac;\n" -" float3 fc = FogColor;\n" -"#ifdef USEFOGALPHAHACK\n" -" fc *= surfacecolor.a;\n" -"#endif\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 * fc, surfacecolor.rgb, 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(fc, surfacecolor.rgb, 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, float4 OffsetMapping_ScaleSteps, float OffsetMapping_Bias, float OffsetMapping_LodDistance, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n" -"{\n" -" float i;\n" -" // distance-based LOD\n" -"#ifdef USEOFFSETMAPPING_LOD\n" -" //float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n" -" //float4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n" -" float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n" -"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" -" // stupid workaround because 1-step and 2-step reliefmapping is void\n" -" float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n" -"#else\n" -" float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n" -"#endif\n" -" float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n" -" float4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n" -"#else\n" -" #define ScaleSteps OffsetMapping_ScaleSteps\n" -"#endif\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) * ScaleSteps.x) * float2(-1, 1), -1);\n" -" //float3 OffsetVector = float3(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1), -1);\n" -" float3 OffsetVector = float3(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1), -1);\n" -" float3 RT = float3(float2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n" -" OffsetVector *= ScaleSteps.z;\n" -" for(i = 1.0; i < ScaleSteps.y; ++i)\n" -" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n" -" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n" -" return RT.xy;\n" -"#else\n" -" // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n" -" //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1));\n" -" //float2 OffsetVector = float2(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1));\n" -" float2 OffsetVector = float2(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1));\n" -" OffsetVector *= ScaleSteps.z;\n" -" for(i = 0.0; i < ScaleSteps.y; ++i)\n" -" TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).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 mparams = 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) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n" -"}\n" -"# else\n" -"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n" -"{\n" -" float3 adir = abs(dir);\n" -" float m; float4 proj;\n" -" if (adir.x > adir.y) { m = adir.x; proj = float4(dir.zyx, 0.5); } else { m = adir.y; proj = float4(dir.xzy, 1.5); }\n" -" if (adir.z > m) { m = adir.z; proj = float4(dir, 2.5); }\n" -"#ifdef HLSL\n" -" return float3(proj.xy * ShadowMap_Parameters.x / m + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64 * ShadowMap_Parameters.w);\n" -"#else\n" -" float2 mparams = ShadowMap_Parameters.xy / m;\n" -" return float3(proj.xy * mparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.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" -" gl_FrontColor = gl_Color;\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 = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), 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" -"#ifdef USETRIPPY\n" -" gl_Position = TrippyVertex(gl_Position);\n" -"#endif\n" -" VectorR.w = mul(ModelViewMatrix, gl_Vertex).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 float4 OffsetMapping_ScaleSteps : register(c24),\n" -"uniform float4 OffsetMapping_LodDistance : register(c53),\n" -"uniform float OffsetMapping_Bias : register(c54),\n" -"#endif\n" -"uniform half SpecularPower : register(c36),\n" -"out float4 dp_FragColor : COLOR\n" -")\n" -"{\n" -" float2 TexCoord = TexCoordBoth.xy;\n" -"#ifdef USEOFFSETMAPPING\n" -" // apply offsetmapping\n" -" float2 dPdx = ddx(TexCoord);\n" -" float2 dPdy = ddy(TexCoord);\n" -" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n" -"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n" -"#else\n" -"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n" -"#endif\n" -"\n" -"#ifdef USEALPHAKILL\n" -" if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n" -" discard;\n" -"#endif\n" -"\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" float alpha = offsetMappedTexture2D(Texture_Color).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, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n" -" float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n" -"#else\n" -" float3 surfacenormal = offsetMappedTexture2D(Texture_Normal).rgb - float3(0.5, 0.5, 0.5);\n" -" float a = offsetMappedTexture2D(Texture_Gloss).a;\n" -"#endif\n" -"\n" -" float3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n" -" dp_FragColor = float4(pixelnormal.x, pixelnormal.y, VectorR.w, a);\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" -" float3 position;\n" -" // get the geometry information (depth, normal, specular exponent)\n" -" half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n" -" // decode viewspace pixel normal\n" -"// float3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n" -" float3 surfacenormal = half3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n" -" // decode viewspace pixel position\n" -"// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n" -" position.z = normalmap.b;\n" -"// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n" -" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n" -"\n" -" // now do the actual shading\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)), 1.0 + 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)), 1.0 + 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) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_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) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\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) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n" -" gl_FrontColor = gl_Color;\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 = float3(dot(lightminusvertex, gl_MultiTexCoord1.xyz), dot(lightminusvertex, gl_MultiTexCoord2.xyz), dot(lightminusvertex, gl_MultiTexCoord3.xyz));\n" -"# endif\n" -"#endif\n" -"\n" -"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n" -" LightVector = float3(dot(LightDir, gl_MultiTexCoord1.xyz), dot(LightDir, gl_MultiTexCoord2.xyz), 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 = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), 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" -"#ifdef USETRIPPY\n" -" gl_Position = TrippyVertex(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 float4 OffsetMapping_ScaleSteps : register(c24),\n" -"uniform float OffsetMapping_Bias : register(c54),\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 dp_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 dPdx = ddx(TexCoord);\n" -" float2 dPdy = ddy(TexCoord);\n" -" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n" -"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n" -"#else\n" -"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n" -"#endif\n" -"\n" -" // combine the diffuse textures (base, pants, shirt)\n" -" half4 color = half4(offsetMappedTexture2D(Texture_Color));\n" -"#ifdef USEALPHAKILL\n" -" if (color.a < 0.5)\n" -" discard;\n" -"#endif\n" -" color.a *= Alpha;\n" -"#ifdef USECOLORMAPPING\n" -" color.rgb += half3(offsetMappedTexture2D(Texture_Pants).rgb) * Color_Pants + half3(offsetMappedTexture2D(Texture_Shirt).rgb) * Color_Shirt;\n" -"#endif\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -"#ifdef USEBOTHALPHAS\n" -" half4 color2 = half4(tex2D(Texture_SecondaryColor, TexCoord2));\n" -" half terrainblend = clamp(half(gl_FrontColor.a) * color.a, half(1.0 - color2.a), half(1.0));\n" -" color.rgb = lerp(color2.rgb, color.rgb, terrainblend);\n" -"#else\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" -"#endif\n" -"#ifdef USEALPHAGENVERTEX\n" -" color.a *= gl_FrontColor.a;\n" -"#endif\n" -"\n" -" // get the surface normal\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n" -"#else\n" -" half3 surfacenormal = half3(normalize(half3(offsetMappedTexture2D(Texture_Normal).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), offsetMappedTexture2D(Texture_Gloss), terrainblend));\n" -"# else\n" -" half4 glosstex = half4(offsetMappedTexture2D(Texture_Gloss));\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(offsetMappedTexture2D(Texture_ReflectMask).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)), 1.0 + 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)), 1.0 + 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 = half3(dot(lightnormal_modelspace, half3(VectorS)), dot(lightnormal_modelspace, half3(VectorT)), 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" -"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n" -" #define SHADING\n" -" // forced deluxemap on lightmapped/vertexlit surfaces\n" -" half3 lightnormal = half3(0.0, 0.0, 1.0);\n" -" #ifdef USELIGHTMAP\n" -" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n" -" #else\n" -" half3 lightcolor = half3(gl_FrontColor.rgb);\n" -" #endif\n" -"#endif\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)), 1.0 + 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)), 1.0 + SpecularPower * glosstex.a));\n" -"# endif\n" -" color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n" -"# else\n" -" 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, offsetMappedTexture2D(Texture_Glow).rgb, terrainblend)) * Color_Glow;\n" -"#else\n" -" color.rgb += half3(offsetMappedTexture2D(Texture_Glow).rgb) * Color_Glow;\n" -"#endif\n" -"#endif\n" -"\n" -"#ifdef USEFOG\n" -" color.rgb = half3(FogVertex(color, 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(offsetMappedTexture2D(Texture_Normal).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(offsetMappedTexture2D(Texture_Normal).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" -" dp_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" +"// 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) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\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 VERTEX_SHADER\n", +"#ifdef USETRIPPY\n", +"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n", +"// tweaked scale\n", +"float4 TrippyVertex(float4 position)\n", +"(\n", +"uniform float ClientTime : register(c2)\n", +")\n", +"{\n", +" float worldTime = ClientTime;\n", +" // tweaked for Quake\n", +" worldTime *= 10.0;\n", +" position *= 0.125;\n", +" //~tweaked for Quake\n", +" float distanceSquared = (position.x * position.x + position.z * position.z);\n", +" position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n", +" float y = position.y;\n", +" float x = position.x;\n", +" float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n", +" position.y = x*sin(om)+y*cos(om);\n", +" position.x = x*cos(om)-y*sin(om);\n", +" return position;\n", +"}\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", +"#ifdef USETRIPPY\n", +" gl_Position = TrippyVertex(gl_Position);\n", +"#endif\n", +" Depth = gl_Position.z;\n", +"}\n", +"#endif\n", +"\n", +"#ifdef FRAGMENT_SHADER\n", +"void main\n", +"(\n", +"float Depth : TEXCOORD0,\n", +"out float4 dp_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", +" dp_FragColor = temp;\n", +"// dp_FragColor = float4(Depth,0,0,0);\n", +"}\n", +"#endif\n", +"#else // !MODE_DEPTH_OR_SHADOW\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 dp_FragColor : COLOR\n", +")\n", +"{\n", +" dp_FragColor = tex2D(Texture_First, TexCoord1);\n", +"#ifdef USEBLOOM\n", +" dp_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n", +"#endif\n", +"#ifdef USEVIEWTINT\n", +" dp_FragColor = lerp(dp_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", +" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n", +" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n", +" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n", +" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n", +" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n", +" dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n", +" dp_FragColor.rgb = dp_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(dp_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, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n", +" dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n", +" dp_FragColor.r += r;\n", +" #else\n", +" // normal desaturation\n", +" //dp_FragColor = float3(y,y,y) + (dp_FragColor.rgb - float3(y)) * Saturation;\n", +" dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n", +" #endif\n", +"#endif\n", +"\n", +"#ifdef USEGAMMARAMPS\n", +" dp_FragColor.r = tex2D(Texture_GammaRamps, float2(dp_FragColor.r, 0)).r;\n", +" dp_FragColor.g = tex2D(Texture_GammaRamps, float2(dp_FragColor.g, 0)).g;\n", +" dp_FragColor.b = tex2D(Texture_GammaRamps, float2(dp_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", +" 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 = mul(ModelViewProjectionMatrix, gl_Vertex);\n", +"#ifdef USETRIPPY\n", +" gl_Position = TrippyVertex(gl_Position);\n", +"#endif\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", +"#ifdef USEGAMMARAMPS\n", +"uniform sampler Texture_GammaRamps : register(s2),\n", +"#endif\n", +"uniform half Alpha : register(c0),\n", +"out float4 dp_FragColor : COLOR\n", +")\n", +"{\n", +"#ifdef USEVIEWTINT\n", +" dp_FragColor = gl_FrontColor;\n", +"#else\n", +" dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n", +"#endif\n", +"#ifdef USEDIFFUSE\n", +"# ifdef USEREFLECTCUBE\n", +" // suppress texture alpha\n", +" dp_FragColor.rgb *= tex2D(Texture_First, TexCoord1).rgb;\n", +"# else\n", +" dp_FragColor *= tex2D(Texture_First, TexCoord1);\n", +"# endif\n", +"#endif\n", +"\n", +"#ifdef USESPECULAR\n", +" float4 tex2 = tex2D(Texture_Second, TexCoord2);\n", +"# ifdef USECOLORMAPPING\n", +" dp_FragColor *= tex2;\n", +"# endif\n", +"# ifdef USEGLOW\n", +" dp_FragColor += tex2;\n", +"# endif\n", +"# ifdef USEVERTEXTEXTUREBLEND\n", +" dp_FragColor = lerp(dp_FragColor, tex2, tex2.a);\n", +"# endif\n", +"#endif\n", +"#ifdef USEGAMMARAMPS\n", +" dp_FragColor.r = tex2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n", +" dp_FragColor.g = tex2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n", +" dp_FragColor.b = tex2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n", +"#endif\n", +"#ifdef USEALPHAKILL\n", +" dp_FragColor.a *= Alpha;\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 dp_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", +" dp_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", +"#ifdef USEALPHAGENVERTEX\n", +"float4 gl_Color : COLOR0,\n", +"#endif\n", +"float4 gl_MultiTexCoord0 : TEXCOORD0,\n", +"uniform float4x4 TexMatrix : register(c0),\n", +"uniform float3 EyePosition : register(c24),\n", +"#ifdef USEALPHAGENVERTEX\n", +"out float4 gl_FrontColor : COLOR,\n", +"#endif\n", +"out float4 gl_Position : POSITION,\n", +"out float2 TexCoord : TEXCOORD0,\n", +"out float3 EyeVector : TEXCOORD1,\n", +"out float4 ModelViewProjectionPosition : TEXCOORD2\n", +")\n", +"{\n", +"#ifdef USEALPHAGENVERTEX\n", +" gl_FrontColor = gl_Color;\n", +"#endif\n", +" TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n", +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n", +" ModelViewProjectionPosition = gl_Position;\n", +"#ifdef USETRIPPY\n", +" gl_Position = TrippyVertex(gl_Position);\n", +"#endif\n", +"}\n", +"#endif\n", +"\n", +"#ifdef FRAGMENT_SHADER\n", +"void main\n", +"(\n", +"#ifdef USEALPHAGENVERTEX\n", +"float4 gl_FrontColor : COLOR,\n", +"#endif\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 dp_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", +"#ifdef USEALPHAGENVERTEX\n", +" float2 distort = DistortScaleRefractReflect.xy * gl_FrontColor.a;\n", +" float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n", +"#else\n", +" float2 distort = DistortScaleRefractReflect.xy;\n", +" float4 refractcolor = RefractColor;\n", +"#endif\n", +" float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * distort;\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", +" dp_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", +"#ifdef USEALPHAGENVERTEX\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", +"uniform float3 EyePosition : register(c24),\n", +"#ifdef USEALPHAGENVERTEX\n", +"out float4 gl_FrontColor : COLOR,\n", +"#endif\n", +"out float4 gl_Position : POSITION,\n", +"out float2 TexCoord : TEXCOORD0,\n", +"out float3 EyeVector : TEXCOORD1,\n", +"out float4 ModelViewProjectionPosition : TEXCOORD2\n", +")\n", +"{\n", +"#ifdef USEALPHAGENVERTEX\n", +" gl_FrontColor = gl_Color;\n", +"#endif\n", +" TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n", +" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n", +" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n", +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n", +" ModelViewProjectionPosition = gl_Position;\n", +"#ifdef USETRIPPY\n", +" gl_Position = TrippyVertex(gl_Position);\n", +"#endif\n", +"}\n", +"#endif\n", +"\n", +"#ifdef FRAGMENT_SHADER\n", +"void main\n", +"(\n", +"#ifdef USEALPHAGENVERTEX\n", +"float4 gl_FrontColor : COLOR,\n", +"#endif\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 dp_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", +"#ifdef USEALPHAGENVERTEX\n", +" float4 distort = DistortScaleRefractReflect * gl_FrontColor.a;\n", +" float reflectoffset = ReflectOffset * gl_FrontColor.a;\n", +" float reflectfactor = ReflectFactor * gl_FrontColor.a;\n", +" float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n", +"#else\n", +" float4 distort = DistortScaleRefractReflect;\n", +" float reflectoffset = ReflectOffset;\n", +" float reflectfactor = ReflectFactor;\n", +" float4 refractcolor = RefractColor;\n", +"#endif\n", +" float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * distort;\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", +" dp_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(float4 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n", +"{\n", +" float fogfrac;\n", +" float3 fc = FogColor;\n", +"#ifdef USEFOGALPHAHACK\n", +" fc *= surfacecolor.a;\n", +"#endif\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 * fc, surfacecolor.rgb, 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(fc, surfacecolor.rgb, 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, float4 OffsetMapping_ScaleSteps, float OffsetMapping_Bias, float OffsetMapping_LodDistance, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n", +"{\n", +" float i;\n", +" // distance-based LOD\n", +"#ifdef USEOFFSETMAPPING_LOD\n", +" //float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n", +" //float4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n", +" float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n", +"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n", +" // stupid workaround because 1-step and 2-step reliefmapping is void\n", +" float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n", +"#else\n", +" float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n", +"#endif\n", +" float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n", +" float4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n", +"#else\n", +" #define ScaleSteps OffsetMapping_ScaleSteps\n", +"#endif\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) * ScaleSteps.x) * float2(-1, 1), -1);\n", +" //float3 OffsetVector = float3(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1), -1);\n", +" float3 OffsetVector = float3(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1), -1);\n", +" float3 RT = float3(float2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n", +" OffsetVector *= ScaleSteps.z;\n", +" for(i = 1.0; i < ScaleSteps.y; ++i)\n", +" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n", +" for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n", +" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n", +" return RT.xy;\n", +"#else\n", +" // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n", +" //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1));\n", +" //float2 OffsetVector = float2(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1));\n", +" float2 OffsetVector = float2(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1));\n", +" OffsetVector *= ScaleSteps.z;\n", +" for(i = 0.0; i < ScaleSteps.y; ++i)\n", +" TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).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 mparams = 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) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n", +"}\n", +"# else\n", +"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n", +"{\n", +" float3 adir = abs(dir);\n", +" float m; float4 proj;\n", +" if (adir.x > adir.y) { m = adir.x; proj = float4(dir.zyx, 0.5); } else { m = adir.y; proj = float4(dir.xzy, 1.5); }\n", +" if (adir.z > m) { m = adir.z; proj = float4(dir, 2.5); }\n", +"#ifdef HLSL\n", +" return float3(proj.xy * ShadowMap_Parameters.x / m + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64 * ShadowMap_Parameters.w);\n", +"#else\n", +" float2 mparams = ShadowMap_Parameters.xy / m;\n", +" return float3(proj.xy * mparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.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", +" gl_FrontColor = gl_Color;\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 = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), 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", +"#ifdef USETRIPPY\n", +" gl_Position = TrippyVertex(gl_Position);\n", +"#endif\n", +" VectorR.w = mul(ModelViewMatrix, gl_Vertex).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 float4 OffsetMapping_ScaleSteps : register(c24),\n", +"uniform float4 OffsetMapping_LodDistance : register(c53),\n", +"uniform float OffsetMapping_Bias : register(c54),\n", +"#endif\n", +"uniform half SpecularPower : register(c36),\n", +"out float4 dp_FragColor : COLOR\n", +")\n", +"{\n", +" float2 TexCoord = TexCoordBoth.xy;\n", +"#ifdef USEOFFSETMAPPING\n", +" // apply offsetmapping\n", +" float2 dPdx = ddx(TexCoord);\n", +" float2 dPdy = ddy(TexCoord);\n", +" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n", +"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n", +"#else\n", +"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n", +"#endif\n", +"\n", +"#ifdef USEALPHAKILL\n", +" if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n", +" discard;\n", +"#endif\n", +"\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +" float alpha = offsetMappedTexture2D(Texture_Color).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, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n", +" float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n", +"#else\n", +" float3 surfacenormal = offsetMappedTexture2D(Texture_Normal).rgb - float3(0.5, 0.5, 0.5);\n", +" float a = offsetMappedTexture2D(Texture_Gloss).a;\n", +"#endif\n", +"\n", +" float3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n", +" dp_FragColor = float4(pixelnormal.x, pixelnormal.y, VectorR.w, a);\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", +" float3 position;\n", +" // get the geometry information (depth, normal, specular exponent)\n", +" half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n", +" // decode viewspace pixel normal\n", +"// float3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n", +" float3 surfacenormal = half3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n", +" // decode viewspace pixel position\n", +"// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n", +" position.z = normalmap.b;\n", +"// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n", +" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n", +"\n", +" // now do the actual shading\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)), 1.0 + 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)), 1.0 + 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) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_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) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\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) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n", +" gl_FrontColor = gl_Color;\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 = float3(dot(lightminusvertex, gl_MultiTexCoord1.xyz), dot(lightminusvertex, gl_MultiTexCoord2.xyz), dot(lightminusvertex, gl_MultiTexCoord3.xyz));\n", +"# endif\n", +"#endif\n", +"\n", +"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n", +" LightVector = float3(dot(LightDir, gl_MultiTexCoord1.xyz), dot(LightDir, gl_MultiTexCoord2.xyz), 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 = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), 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", +"#ifdef USETRIPPY\n", +" gl_Position = TrippyVertex(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 float4 OffsetMapping_ScaleSteps : register(c24),\n", +"uniform float OffsetMapping_Bias : register(c54),\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 dp_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 dPdx = ddx(TexCoord);\n", +" float2 dPdy = ddy(TexCoord);\n", +" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n", +"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n", +"#else\n", +"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n", +"#endif\n", +"\n", +" // combine the diffuse textures (base, pants, shirt)\n", +" half4 color = half4(offsetMappedTexture2D(Texture_Color));\n", +"#ifdef USEALPHAKILL\n", +" if (color.a < 0.5)\n", +" discard;\n", +"#endif\n", +" color.a *= Alpha;\n", +"#ifdef USECOLORMAPPING\n", +" color.rgb += half3(offsetMappedTexture2D(Texture_Pants).rgb) * Color_Pants + half3(offsetMappedTexture2D(Texture_Shirt).rgb) * Color_Shirt;\n", +"#endif\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +"#ifdef USEBOTHALPHAS\n", +" half4 color2 = half4(tex2D(Texture_SecondaryColor, TexCoord2));\n", +" half terrainblend = clamp(half(gl_FrontColor.a) * color.a, half(1.0 - color2.a), half(1.0));\n", +" color.rgb = lerp(color2.rgb, color.rgb, terrainblend);\n", +"#else\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", +"#endif\n", +"#ifdef USEALPHAGENVERTEX\n", +" color.a *= gl_FrontColor.a;\n", +"#endif\n", +"\n", +" // get the surface normal\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +" half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n", +"#else\n", +" half3 surfacenormal = half3(normalize(half3(offsetMappedTexture2D(Texture_Normal).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), offsetMappedTexture2D(Texture_Gloss), terrainblend));\n", +"# else\n", +" half4 glosstex = half4(offsetMappedTexture2D(Texture_Gloss));\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(offsetMappedTexture2D(Texture_ReflectMask).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)), 1.0 + 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)), 1.0 + 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 = half3(dot(lightnormal_modelspace, half3(VectorS)), dot(lightnormal_modelspace, half3(VectorT)), 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", +"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n", +" #define SHADING\n", +" // forced deluxemap on lightmapped/vertexlit surfaces\n", +" half3 lightnormal = half3(0.0, 0.0, 1.0);\n", +" #ifdef USELIGHTMAP\n", +" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n", +" #else\n", +" half3 lightcolor = half3(gl_FrontColor.rgb);\n", +" #endif\n", +"#endif\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)), 1.0 + 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)), 1.0 + SpecularPower * glosstex.a));\n", +"# endif\n", +" color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n", +"# else\n", +" 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, offsetMappedTexture2D(Texture_Glow).rgb, terrainblend)) * Color_Glow;\n", +"#else\n", +" color.rgb += half3(offsetMappedTexture2D(Texture_Glow).rgb) * Color_Glow;\n", +"#endif\n", +"#endif\n", +"\n", +"#ifdef USEFOG\n", +" color.rgb = half3(FogVertex(color, 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(offsetMappedTexture2D(Texture_Normal).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(offsetMappedTexture2D(Texture_Normal).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", +" dp_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_DEPTH_OR_SHADOW\n",