fteqw/engine/shaders/glsl/lpp_wall.glsl

64 lines
1.8 KiB
GLSL

!!ver 100 150
!!permu BUMP //for offsetmapping rather than bumpmapping (real bumps are handled elsewhere)
!!cvarf r_glsl_offsetmapping_scale
!!samps 2
//the final defered lighting pass.
//the lighting values were written to some render target, which is fed into this shader, and now we draw all the wall textures with it.
#include "sys/defs.h"
#if defined(OFFSETMAPPING)
varying vec3 eyevector;
#endif
varying vec2 tc, lm;
varying vec4 tf;
#ifdef VERTEX_SHADER
void main ()
{
tc = v_texcoord;
lm = v_lmcoord;
gl_Position = tf = ftetransform();
#if defined(OFFSETMAPPING)
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
}
#endif
#ifdef FRAGMENT_SHADER
#ifdef OFFSETMAPPING
#include "sys/offsetmapping.h"
#endif
void main ()
{
//adjust texture coords for offsetmapping
#ifdef OFFSETMAPPING
vec2 tcoffsetmap = offsetmap(s_normalmap, tc, eyevector);
#define tc tcoffsetmap
#endif
vec2 nst;
nst = tf.xy / tf.w;
nst = (1.0 + nst) / 2.0;
vec4 dl = texture2D(s_t0, nst); //diffuse lighting
vec4 sl = texture2D(s_t1, nst); //specular lighting
vec4 c = texture2D(s_diffuse, tc);
vec4 s = texture2D(s_specular, tc);
vec4 f = texture2D(s_fullbright, tc);
//fixme: top+bottom should add upper+lower colours to c here
vec3 lmsamp = texture2D(s_lightmap, lm).rgb*e_lmscale.rgb;
//fixme: fog the legacy lightmap data
vec3 diff = dl.rgb + lmsamp;
vec3 spec = sl.rgb * float(SPECMUL); //should be rgb, but whatever.
//fixme: do specular somehow
gl_FragColor = vec4(diff*c.rgb + spec*s.rgb + f.rgb, 1.0);
//fixme: fullbrights should add to the rgb value
}
#endif