fteqw/engine/shaders/glsl/depthonly.glsl

98 lines
1.9 KiB
GLSL

!!ver 100 150
!!permu TESS
!!permu FRAMEBLEND
!!permu SKELETAL
!!cvardf r_tessellation_level=5
#include "sys/defs.h"
//standard shader used for drawing shadowmap depth.
//also used for masking off portals and other things that want depth and no colour.
//must support skeletal and 2-way vertex blending or Bad Things Will Happen.
//the vertex shader is responsible for calculating lighting values.
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
#ifdef TESS
varying vec3 vertex;
varying vec3 normal;
#endif
void main ()
{
#ifdef TESS
skeletaltransform_n(normal);
vertex = v_position;
#else
gl_Position = skeletaltransform();
#endif
}
#endif
#if defined(TESS_CONTROL_SHADER)
layout(vertices = 3) out;
in vec3 vertex[];
out vec3 t_vertex[];
in vec3 normal[];
out vec3 t_normal[];
void main()
{
//the control shader needs to pass stuff through
#define id gl_InvocationID
t_vertex[id] = vertex[id];
t_normal[id] = normal[id];
gl_TessLevelOuter[0] = float(r_tessellation_level);
gl_TessLevelOuter[1] = float(r_tessellation_level);
gl_TessLevelOuter[2] = float(r_tessellation_level);
gl_TessLevelInner[0] = float(r_tessellation_level);
}
#endif
#if defined(TESS_EVALUATION_SHADER)
layout(triangles) in;
in vec3 t_vertex[];
in vec3 t_normal[];
#define LERP(a) (gl_TessCoord.x*a[0] + gl_TessCoord.y*a[1] + gl_TessCoord.z*a[2])
void main()
{
#define factor 1.0
vec3 w = LERP(t_vertex);
vec3 t0 = w - dot(w-t_vertex[0],t_normal[0])*t_normal[0];
vec3 t1 = w - dot(w-t_vertex[1],t_normal[1])*t_normal[1];
vec3 t2 = w - dot(w-t_vertex[2],t_normal[2])*t_normal[2];
w = w*(1.0-factor) + factor*(gl_TessCoord.x*t0+gl_TessCoord.y*t1+gl_TessCoord.z*t2);
gl_Position = m_modelviewprojection * vec4(w,1.0);
}
#endif
#ifdef FRAGMENT_SHADER
void main ()
{
//must always draw something, supposedly. It might as well be black.
gl_FragColor = vec4(0, 0, 0, 1);
}
#endif