!!permu DELUXE !!permu FULLBRIGHT !!permu FOG !!permu LIGHTSTYLED !!permu BUMP !!permu SPECULAR !!cvarf r_glsl_offsetmapping_scale !!cvarf gl_specular //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" #if defined(OFFSETMAPPING) || defined(SPECULAR) varying vec3 eyevector; #endif varying vec2 tc; #ifdef LIGHTSTYLED //we could use an offset, but that would still need to be per-surface which would break batches //fixme: merge attributes? varying vec2 lm, lm2, lm3, lm4; #else varying vec2 lm; #endif #ifdef VERTEX_SHADER attribute vec2 v_texcoord; attribute vec2 v_lmcoord; #ifdef LIGHTSTYLED attribute vec2 v_lmcoord2; attribute vec2 v_lmcoord3; attribute vec2 v_lmcoord4; #endif #if defined(OFFSETMAPPING) || defined(SPECULAR) uniform vec3 e_eyepos; attribute vec3 v_normal; attribute vec3 v_svector; attribute vec3 v_tvector; #endif void main () { #if defined(OFFSETMAPPING) || defined(SPECULAR) vec3 eyeminusvertex = e_eyepos - v_position.xyz; eyevector.x = -dot(eyeminusvertex, v_svector.xyz); eyevector.y = dot(eyeminusvertex, v_tvector.xyz); eyevector.z = dot(eyeminusvertex, v_normal.xyz); #endif tc = v_texcoord; lm = v_lmcoord; #ifdef LIGHTSTYLED lm2 = v_lmcoord2; lm3 = v_lmcoord3; lm4 = v_lmcoord4; #endif gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER //samplers uniform sampler2D s_t0; //diffuse uniform sampler2D s_t1; //lightmap0 #if defined(BUMP) && (defined(OFFSETMAPPING) || defined(DELUXE) || defined(SPECULAR)) uniform sampler2D s_t2; //normal.rgb+height.a #endif uniform sampler2D s_t3; //deluxe0 #ifdef FULLBRIGHT uniform sampler2D s_t4; //fullbright #endif #ifdef SPECULAR uniform sampler2D s_t5; //specular #endif #ifdef LIGHTSTYLED uniform sampler2D s_t6; //lightmap1 uniform sampler2D s_t7; //lightmap2 uniform sampler2D s_t8; //lightmap3 uniform sampler2D s_t9; //deluxe1 uniform sampler2D s_t10; //deluxe2 uniform sampler2D s_t11; //deluxe3 #endif #ifdef LIGHTSTYLED uniform vec4 e_lmscale[4]; #else uniform vec4 e_lmscale; #endif uniform vec4 e_colourident; #ifdef SPECULAR uniform float cvar_gl_specular; #endif #ifdef OFFSETMAPPING #include "sys/offsetmapping.h" #endif void main () { //adjust texture coords for offsetmapping #ifdef OFFSETMAPPING vec2 tcoffsetmap = offsetmap(s_t2, tc, eyevector); #define tc tcoffsetmap #endif //yay, regular texture! gl_FragColor = texture2D(s_t0, tc); #if defined(BUMP) && (defined(DELUXE) || defined(SPECULAR)) vec3 norm = normalize(texture2D(s_t2, tc).rgb - 0.5); #elif defined(SPECULAR) || defined(DELUXE) vec3 norm = vec3(0, 0, 1); //specular lighting expects this to exist. #endif //modulate that by the lightmap(s) including deluxemap(s) #ifdef LIGHTSTYLED vec3 lightmaps; #ifdef DELUXE lightmaps = texture2D(s_t1, lm ).rgb * e_lmscale[0].rgb * dot(norm, texture2D(s_t3, lm ).rgb); lightmaps += texture2D(s_t6, lm2).rgb * e_lmscale[1].rgb * dot(norm, texture2D(s_t9, lm2).rgb); lightmaps += texture2D(s_t7, lm3).rgb * e_lmscale[2].rgb * dot(norm, texture2D(s_t10, lm3).rgb); lightmaps += texture2D(s_t8, lm4).rgb * e_lmscale[3].rgb * dot(norm, texture2D(s_t11,lm4).rgb); #else lightmaps = texture2D(s_t1, lm ).rgb * e_lmscale[0].rgb; lightmaps += texture2D(s_t6, lm2).rgb * e_lmscale[1].rgb; lightmaps += texture2D(s_t7, lm3).rgb * e_lmscale[2].rgb; lightmaps += texture2D(s_t8, lm4).rgb * e_lmscale[3].rgb; #endif #else vec3 lightmaps = (texture2D(s_t1, lm) * e_lmscale).rgb; //modulate by the bumpmap dot light #ifdef DELUXE lightmaps *= dot(norm, 2.0*(texture2D(s_t3, lm).rgb-0.5)); #endif #endif #ifdef SPECULAR vec4 specs = texture2D(s_t5, tc); #ifdef DELUXE //not lightstyled... vec3 halfdir = normalize(normalize(eyevector) + 2.0*(texture2D(s_t3, lm).rgb-0.5)); //this norm should be the deluxemap info instead #else vec3 halfdir = normalize(normalize(eyevector) + vec3(0.0, 0.0, 1.0)); //this norm should be the deluxemap info instead #endif float spec = pow(max(dot(halfdir, norm), 0.0), 32.0 * specs.a); spec *= cvar_gl_specular; //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 //now we have our diffuse+specular terms, modulate by lightmap values. gl_FragColor.rgb *= lightmaps.rgb; //add on the fullbright #ifdef FULLBRIGHT gl_FragColor.rgb += texture2D(s_t4, tc).rgb; #endif //entity modifiers gl_FragColor = gl_FragColor * e_colourident; //and finally hide it all if we're fogged. #ifdef FOG gl_FragColor = fog4(gl_FragColor); #endif } #endif