From 02ae2be5aa41eb9f615b6cea61808ce5307868f0 Mon Sep 17 00:00:00 2001 From: havoc Date: Sun, 13 Mar 2011 10:43:03 +0000 Subject: [PATCH] reduced number of varying variables required in a certain case in steelstorm by 1, to bring the shader within limits of older cards git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10917 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=7a0f47cc6fb7b8fdb477936d7df0a4b5b091d61a --- shader_glsl.h | 129 ++++++++++++++++++++++++++++---------------------- 1 file changed, 72 insertions(+), 57 deletions(-) diff --git a/shader_glsl.h b/shader_glsl.h index a6fef691..20be4e6e 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -35,16 +35,16 @@ "attribute vec3 Attrib_TexCoord3; // normal\n" "attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n" "#endif\n" -"varying lowp vec4 VertexColor;\n" +"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)\n" -"#define USELIGHTMAP\n" +"# define USELIGHTMAP\n" "#endif\n" -"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n" -"#define USEEYEVECTOR\n" +"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n" +"# define USEEYEVECTOR\n" "#endif\n" "\n" "#ifdef USESHADOWMAP2D\n" @@ -131,16 +131,16 @@ "uniform sampler2D Texture_First;\n" "#ifdef USEBLOOM\n" "uniform sampler2D Texture_Second;\n" -"uniform lowp vec4 BloomColorSubtract;\n" +"uniform mediump vec4 BloomColorSubtract;\n" "#endif\n" "#ifdef USEGAMMARAMPS\n" "uniform sampler2D Texture_GammaRamps;\n" "#endif\n" "#ifdef USESATURATION\n" -"uniform lowp float Saturation;\n" +"uniform mediump float Saturation;\n" "#endif\n" "#ifdef USEVIEWTINT\n" -"uniform lowp vec4 ViewTintColor;\n" +"uniform mediump vec4 ViewTintColor;\n" "#endif\n" "//uncomment these if you want to use them:\n" "uniform mediump vec4 UserVec1;\n" @@ -338,8 +338,8 @@ "uniform mediump vec4 DistortScaleRefractReflect;\n" "uniform mediump vec4 ScreenScaleRefractReflect;\n" "uniform mediump vec4 ScreenCenterRefractReflect;\n" -"uniform lowp vec4 RefractColor;\n" -"uniform lowp vec4 ReflectColor;\n" +"uniform mediump vec4 RefractColor;\n" +"uniform mediump vec4 ReflectColor;\n" "uniform mediump float ReflectFactor;\n" "uniform mediump float ReflectOffset;\n" "\n" @@ -378,10 +378,10 @@ "void main(void)\n" "{\n" " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n" -" vec3 EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n" -" EyeVector.x = dot(EyeVectorModelSpace, Attrib_TexCoord1.xyz);\n" -" EyeVector.y = dot(EyeVectorModelSpace, Attrib_TexCoord2.xyz);\n" -" EyeVector.z = dot(EyeVectorModelSpace, Attrib_TexCoord3.xyz);\n" +" 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" "}\n" @@ -395,8 +395,8 @@ "uniform mediump vec4 DistortScaleRefractReflect;\n" "uniform mediump vec4 ScreenScaleRefractReflect;\n" "uniform mediump vec4 ScreenCenterRefractReflect;\n" -"uniform lowp vec4 RefractColor;\n" -"uniform lowp vec4 ReflectColor;\n" +"uniform mediump vec4 RefractColor;\n" +"uniform mediump vec4 ReflectColor;\n" "uniform mediump float ReflectFactor;\n" "uniform mediump float ReflectOffset;\n" "uniform highp float ClientTime;\n" @@ -458,16 +458,17 @@ "#endif\n" "\n" "#ifdef USEEYEVECTOR\n" -"varying highp vec3 EyeVector;\n" -"#endif\n" -"#ifdef USEFOG\n" -"varying highp vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n" +"varying highp vec4 EyeVectorFogDepth;\n" "#endif\n" "\n" "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n" -"varying lowp vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n" -"varying lowp vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" -"varying lowp vec3 VectorR; // direction of R texcoord (surface normal)\n" +"varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n" +"varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" +"varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n" +"#else\n" +"# ifdef USEFOG\n" +"varying highp vec3 EyeVectorModelSpace;\n" +"# endif\n" "#endif\n" "\n" "#ifdef USEREFLECTION\n" @@ -488,11 +489,11 @@ "uniform highp vec4 FogPlane;\n" "\n" "#ifdef USESHADOWMAPORTHO\n" -"varying mediump vec3 ShadowMapTC;\n" +"varying highp vec3 ShadowMapTC;\n" "#endif\n" "\n" "#ifdef USEBOUNCEGRID\n" -"varying mediump vec3 BounceGridTexCoord;\n" +"varying highp vec3 BounceGridTexCoord;\n" "#endif\n" "\n" "\n" @@ -548,9 +549,9 @@ "uniform sampler2D Texture_ScreenSpecular;\n" "#endif\n" "\n" -"uniform lowp vec3 Color_Pants;\n" -"uniform lowp vec3 Color_Shirt;\n" -"uniform lowp vec3 FogColor;\n" +"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" @@ -558,8 +559,10 @@ "uniform highp float FogHeightFade;\n" "vec3 FogVertex(vec4 surfacecolor)\n" "{\n" -" vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n" -" float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n" +"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\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" @@ -589,9 +592,9 @@ " // this basically steps forward a small amount repeatedly until it finds\n" " // itself inside solid, then jitters forward and back using decreasing\n" " // amounts to find the impact\n" -" //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n" -" //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n" -" vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n" +" //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n" +" //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n" +" vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n" " vec3 RT = vec3(TexCoord, 1);\n" " OffsetVector *= 0.1;\n" " RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" @@ -611,9 +614,9 @@ " 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(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n" -" //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n" -" vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n" +" //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_Scale) * vec2(-1, 1));\n" +" //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * OffsetMapping_Scale * vec2(-1, 1));\n" +" vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_Scale * vec2(-1, 1));\n" " OffsetVector *= 0.5;\n" " TexCoord += OffsetVector * (1.0 - textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" " TexCoord += OffsetVector * (1.0 - textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" @@ -783,10 +786,11 @@ "\n" " // transform unnormalized eye direction into tangent space\n" "#ifdef USEOFFSETMAPPING\n" -" vec3 EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n" -" EyeVector.x = dot(EyeVectorModelSpace, Attrib_TexCoord1.xyz);\n" -" EyeVector.y = dot(EyeVectorModelSpace, Attrib_TexCoord2.xyz);\n" -" EyeVector.z = dot(EyeVectorModelSpace, Attrib_TexCoord3.xyz);\n" +" 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)).xyz;\n" @@ -974,21 +978,32 @@ "\n" " // transform unnormalized eye direction into tangent space\n" "#ifdef USEEYEVECTOR\n" -" vec3 EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n" -" EyeVector.x = dot(EyeVectorModelSpace, Attrib_TexCoord1.xyz);\n" -" EyeVector.y = dot(EyeVectorModelSpace, Attrib_TexCoord2.xyz);\n" -" EyeVector.z = dot(EyeVectorModelSpace, Attrib_TexCoord3.xyz);\n" -"#endif\n" -"\n" +" 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" -" EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - Attrib_Position.xyz;\n" -" EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, Attrib_Position);\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)\n" -" VectorS = Attrib_TexCoord1.xyz;\n" -" VectorT = Attrib_TexCoord2.xyz;\n" -" VectorR = Attrib_TexCoord3.xyz;\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 = Attrib_TexCoord1;\n" +" VectorT = Attrib_TexCoord2;\n" +" VectorR = Attrib_TexCoord3;\n" +"# endif\n" +"#else\n" +"# ifdef USEFOG\n" +" EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n" +"# endif\n" "#endif\n" "\n" " // transform vertex to camera space, using ftransform to match non-VS rendering\n" @@ -1025,7 +1040,7 @@ "uniform mediump vec4 DistortScaleRefractReflect;\n" "uniform mediump vec4 ScreenScaleRefractReflect;\n" "uniform mediump vec4 ScreenCenterRefractReflect;\n" -"uniform lowp vec4 ReflectColor;\n" +"uniform mediump vec4 ReflectColor;\n" "#endif\n" "#ifdef USEREFLECTCUBE\n" "uniform highp mat4 ModelToReflectCube;\n" @@ -1091,7 +1106,7 @@ "#endif\n" "\n" "#ifdef USEREFLECTCUBE\n" -" vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n" +" vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n" " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n" " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n" " diffusetex += myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n" @@ -1108,9 +1123,9 @@ " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n" "#ifdef USESPECULAR\n" "#ifdef USEEXACTSPECULARMATH\n" -" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n" +" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n" "#else\n" -" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n" +" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVectorFogDepth.xyz)));\n" " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n" "#endif\n" " color.rgb += glosstex.rgb * (specular * Color_Specular);\n" @@ -1172,7 +1187,7 @@ "\n" "#ifdef MODE_FAKELIGHT\n" "#define SHADING\n" -"myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n" +"myhalf3 lightnormal = myhalf3(normalize(EyeVectorFogDepth.xyz));\n" "myhalf3 lightcolor = myhalf3(1.0);\n" "#endif // MODE_FAKELIGHT\n" "\n" @@ -1197,9 +1212,9 @@ " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" "# ifdef USESPECULAR\n" "# ifdef USEEXACTSPECULARMATH\n" -" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n" +" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n" "# else\n" -" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n" +" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVectorFogDepth.xyz)));\n" " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n" "# endif\n" " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n" -- 2.39.2