//!!ver 100 150 //!!permu DELUXE !!permu FULLBRIGHT !!permu FOG //!!permu LIGHTSTYLED //!!permu BUMP //!!permu SPECULAR //!!permu REFLECTCUBEMASK //!!cvarf r_glsl_offsetmapping_scale //!!cvardf r_tessellation_level=5 //!!samps diffuse lightmap specular normalmap fullbright reflectmask reflectcube paletted lightmap1 lightmap2 lightmap3 !!samps diffuse fullbright lightmap #undef SPECULAR //#include "sys/defs.h" #define vec4 float4 #define vec3 float3 #define vec2 float2 #define texture2D tex2D #define mat3 float3x3 #define mat4 float4x4 struct a2v { vec4 v_position : POSITION; vec2 v_texcoord : TEXCOORD0; #if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK) vec3 v_normal : NORMAL; vec3 v_svector : TANGENT; vec3 v_tvector : BINORMAL; #endif #ifdef VERTEXLIT vec4 v_colour : COLOR0; #else vec2 v_lmcoord : TEXCOORD1; #endif }; struct v2f { #ifndef FRAGMENT_SHADER vec4 pos: POSITION; #endif #if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK) || defined(FOG) vec3 eyevector : TEXCOORD4; #endif #if defined(REFLECTCUBEMASK) || defined(BUMPMODELSPACE) mat3 invsurface : TEXCOORD5; #endif #ifdef VERTEXLIT vec2 tclm : TEXCOORD0; #else vec4 tclm : TEXCOORD0; #endif vec4 vc : COLOR0; #ifndef VERTEXLIT #ifdef LIGHTSTYLED //we could use an offset, but that would still need to be per-surface which would break batches //fixme: merge attributes? vec2 lm1 : TEXCOORD1, lm2 : TEXCOORD2, lm3 : TEXCOORD3; #endif #endif }; //this is what normally draws all of your walls, even with rtlights disabled //note that the '286' preset uses drawflat_walls instead. #include "sys/fog.h" #ifdef VERTEX_SHADER float4x4 m_modelviewprojection; float4x4 m_modelview; vec3 e_eyepos; vec4 e_lmscale; v2f main (a2v inp) { v2f outp; #if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK) vec3 eyeminusvertex = e_eyepos - inp.v_position.xyz; outp.eyevector.x = dot(eyeminusvertex, inp.v_svector.xyz); outp.eyevector.y = dot(eyeminusvertex, inp.v_tvector.xyz); outp.eyevector.z = dot(eyeminusvertex, inp.v_normal.xyz); #elif defined(FOG) outp.eyevector = mul(m_modelview, inp.v_position); #endif #if defined(REFLECTCUBEMASK) || defined(BUMPMODELSPACE) outp.invsurface[0] = inp.v_svector; outp.invsurface[1] = inp.v_tvector; outp.invsurface[2] = inp.v_normal; #endif outp.tclm.xy = inp.v_texcoord; #ifdef FLOW // outp.tclm.x += e_time * -0.5; #endif #ifdef VERTEXLIT #ifdef LIGHTSTYLED //FIXME, only one colour. outp.vc = inp.v_colour * e_lmscale[0]; #else outp.vc = inp.v_colour * e_lmscale; #endif #else outp.vc = e_lmscale; outp.tclm.zw = inp.v_lmcoord; #ifdef LIGHTSTYLED outp.lm1 = inp.v_lmcoord2; outp.lm2 = inp.v_lmcoord3; outp.lm3 = inp.v_lmcoord4; #endif #endif outp.pos = mul(m_modelviewprojection, inp.v_position); return outp; } #endif #ifdef FRAGMENT_SHADER sampler s_diffuse : register(s0); //sampler s_normalmap; //sampler s_specular; //sampler s_upper; //sampler s_lower; sampler s_fullbright : register(s1); //sampler s_paletted; //sampler s_reflectcube; //sampler s_reflectmask; sampler s_lightmap : register(s2); //sampler s_deluxmap; //samplers #define s_colourmap s_t0 //sampler2D s_colourmap; //vec4 e_lmscale; vec4 e_colourident; #ifdef OFFSETMAPPING #include "sys/offsetmapping.h" #endif vec4 main (v2f inp) : COLOR0 { vec4 gl_FragColor; #define tc (inp.tclm.xy) #define lm0 (inp.tclm.zw) //adjust texture coords for offsetmapping #ifdef OFFSETMAPPING vec2 tcoffsetmap = offsetmap(s_normalmap, tc, eyevector); #define tc tcoffsetmap #endif #if defined(EIGHTBIT) && !defined(LIGHTSTYLED) //optional: round the lightmap coords to ensure all pixels within a texel have different lighting values either. it just looks wrong otherwise. //don't bother if its lightstyled, such cases will have unpredictable correlations anyway. //FIXME: this rounding is likely not correct with respect to software rendering. oh well. #if __VERSION__ >= 130 vec2 lmsize = vec2(textureSize(s_lightmap0, 0)); #else #define lmsize vec2(128.0,2048.0) #endif #define texelstolightmap (16.0) vec2 lmcoord0 = floor(lm0 * lmsize*texelstolightmap)/(lmsize*texelstolightmap); #define lm0 lmcoord0 #endif //yay, regular texture! gl_FragColor = texture2D(s_diffuse, tc); #if defined(BUMP) && (defined(DELUXE) || defined(SPECULAR) || defined(REFLECTCUBEMASK)) vec3 norm = normalize(texture2D(s_normalmap, tc).rgb - 0.5); #elif defined(SPECULAR) || defined(DELUXE) || defined(REFLECTCUBEMASK) vec3 norm = vec3(0, 0, 1); //specular lighting expects this to exist. #endif //modulate that by the lightmap(s) including deluxemap(s) #ifdef VERTEXLIT #ifdef LIGHTSTYLED vec3 lightmaps = inp.vc.rgb; #else vec3 lightmaps = inp.vc.rgb; #endif #define delux vec3(0.0,0.0,1.0) #else #ifdef LIGHTSTYLED #error foobar #define delux vec3(0.0,0.0,1.0) vec3 lightmaps; #ifdef DELUXE lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(norm, 2.0*texture2D(s_deluxmap0, lm0).rgb-0.5); lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(norm, 2.0*texture2D(s_deluxmap1, lm1).rgb-0.5); lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(norm, 2.0*texture2D(s_deluxmap2, lm2).rgb-0.5); lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(norm, 2.0*texture2D(s_deluxmap3, lm3).rgb-0.5); #else lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb; lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb; lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb; lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb; #endif #else vec3 lightmaps = texture2D(s_lightmap, lm0).rgb; //modulate by the bumpmap dot light #ifdef DELUXE #error foobar vec3 delux = (texture2D(s_deluxmap, lm0).rgb-0.5); #ifdef BUMPMODELSPACE delux = normalize(delux*invsurface); #else lightmaps *= 2.0 / max(0.25, delux.z); //counter the darkening from deluxmaps #endif lightmaps *= dot(norm, delux); #else #define delux vec3(0.0,0.0,1.0) #endif #endif lightmaps *= inp.vc.rgb; #endif //add in specular, if applicable. #ifdef SPECULAR vec4 specs = texture2D(s_specular, tc); vec3 halfdir = normalize(normalize(eyevector) + delux); //this norm should be the deluxemap info instead float spec = pow(max(dot(halfdir, norm), 0.0), FTE_SPECULAR_EXPONENT * specs.a); spec *= FTE_SPECULAR_MULTIPLIER; //NOTE: rtlights tend to have a *4 scaler here to over-emphasise the effect because it looks cool. //As not all maps will have deluxemapping, and the double-cos from the light util makes everything far too dark anyway, //we default to something that is not garish when the light value is directly infront of every single pixel. //we can justify this difference due to the rtlight editor etc showing the *4. gl_FragColor.rgb += spec * specs.rgb; #endif #ifdef REFLECTCUBEMASK vec3 rtc = reflect(normalize(-eyevector), norm); rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2]; rtc = (m_model * vec4(rtc.xyz,0.0)).xyz; gl_FragColor.rgb += texture2D(s_reflectmask, tc).rgb * textureCube(s_reflectcube, rtc).rgb; #endif #ifdef EIGHTBIT //FIXME: with this extra flag, half the permutations are redundant. lightmaps *= 0.5; //counter the fact that the colourmap contains overbright values and logically ranges from 0 to 2 intead of to 1. float pal = texture2D(s_paletted, tc).r; //the palette index. hopefully not interpolated. lightmaps -= 1.0 / 128.0; //software rendering appears to round down, so make sure we favour the lower values instead of rounding to the nearest gl_FragColor.r = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.r)).r; //do 3 lookups. this is to cope with lit files, would be a waste to not support those. gl_FragColor.g = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.g)).g; //its not very softwarey, but re-palettizing is ugly. gl_FragColor.b = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.b)).b; //without lits, it should be identical. #else //now we have our diffuse+specular terms, modulate by lightmap values. gl_FragColor.rgb *= lightmaps.rgb; //add on the fullbright #ifdef FULLBRIGHT vec4 fb = texture2D(s_fullbright, tc); gl_FragColor.rgb += fb.rgb*fb.a; #endif #endif //entity modifiers gl_FragColor = gl_FragColor * e_colourident; #if defined(MASK) #if defined(MASKLT) if (gl_FragColor.a < MASK) discard; #else if (gl_FragColor.a >= MASK) discard; #endif gl_FragColor.a = 1.0; //alpha blending AND alpha testing usually looks stupid, plus it screws up our fog. #endif //and finally hide it all if we're fogged. #ifdef FOG gl_FragColor = fog4(gl_FragColor, length(inp.eyevector)); #endif return gl_FragColor; } #endif