fteqw/engine/shaders/hlsl9/terrain.hlsl

207 lines
4.3 KiB
HLSL

!!permu FOG
!!samps 5
#include "sys/fog.h"
//FIXME: too lazy to implement this right now.
#undef RTLIGHT
#undef PCF
#undef CUBE
struct a2v
{
float3 pos: POSITION0;
float2 tc: TEXCOORD0;
float2 lm: TEXCOORD1;
float4 vc: COLOR;
#ifdef RTLIGHT
attribute vec3 v_normal;
attribute vec3 v_svector;
attribute vec3 v_tvector;
#endif
};
struct v2f
{
float1 depth: TEXCOORD1;
float4 tclm: TEXCOORD0;
float4 vc: COLOR;
#ifdef RTLIGHT
varying vec3 lightvector;
// #if defined(SPECULAR) || defined(OFFSETMAPPING)
// varying vec3 eyevector;
// #endif
#if defined(PCF) || defined(CUBE) || defined(SPOT)
varying vec4 vtexprojcoord;
#endif
#endif
#ifndef FRAGMENT_SHADER
float4 pos: POSITION;
#endif
};
#ifdef VERTEX_SHADER
float4x4 m_model;
float4x4 m_view;
float4x4 m_projection;
#ifdef RTLIGHT
uniform vec3 l_lightposition;
// #if defined(SPECULAR) || defined(OFFSETMAPPING)
// uniform vec3 e_eyepos;
// #endif
#if defined(PCF) || defined(CUBE) || defined(SPOT)
uniform mat4 l_cubematrix;
#endif
#endif
float3 e_lmscale;
v2f main (a2v inp)
{
v2f outp;
outp.tclm = float4(inp.tc, inp.lm);
outp.vc = inp.vc;
float4 pos = float4(inp.pos, 1);
pos = mul(m_model, pos);
pos = mul(m_view, pos);
outp.depth = pos.z;
pos = mul(m_projection, pos);
outp.pos = pos;
#ifdef RTLIGHT
//light position is in model space, which is handy.
vec3 lightminusvertex = l_lightposition - v_position.xyz;
//no bumpmapping, so we can just use distance without regard for actual surface direction. we still do scalecos stuff. you might notice it on steep slopes.
lightvector = lightminusvertex;
// lightvector.x = dot(lightminusvertex, v_svector.xyz);
// lightvector.y = dot(lightminusvertex, v_tvector.xyz);
// lightvector.z = dot(lightminusvertex, v_normal.xyz);
// #if defined(SPECULAR)||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
#if defined(PCF) || defined(SPOT) || defined(CUBE)
//for texture projections/shadowmapping on dlights
vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));
#endif
#else
outp.vc.rgb *= e_lmscale.rgb;
#endif
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
//four texture passes
sampler s_t0;
sampler s_t1;
sampler s_t2;
sampler s_t3;
//mix values
sampler s_t4;
#ifdef PCF
uniform sampler2DShadow s_t5;
#include "sys/pcf.h"
#endif
#ifdef CUBE
uniform samplerCube s_t6;
#endif
#ifdef RTLIGHT
uniform float l_lightradius;
uniform vec3 l_lightcolour;
uniform vec3 l_lightcolourscale;
#endif
float4 main (v2f inp) : COLOR
{
float2 lm = inp.tclm.zw;
float2 tc = inp.tclm.xy;
float4 vc = inp.vc;
float4 r;
float4 m = tex2D(s_t4, lm);
r = tex2D(s_t0, tc)*m.r;
r += tex2D(s_t1, tc)*m.g;
r += tex2D(s_t2, tc)*m.b;
r += tex2D(s_t3, tc)*(1.0 - (m.r + m.g + m.b));
r.a = 1.0;
//vertex colours provide a scaler that applies even through rtlights.
r *= vc;
#ifdef RTLIGHT
vec3 nl = normalize(lightvector);
float colorscale = max(1.0 - (dot(lightvector, lightvector)/(l_lightradius*l_lightradius)), 0.0);
vec3 diff;
// #ifdef BUMP
// colorscale *= (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(bumps, nl), 0.0));
// #else
colorscale *= (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0));
// #endif
// #ifdef SPECULAR
// vec3 halfdir = normalize(normalize(eyevector) + nl);
// float spec = pow(max(dot(halfdir, bumps), 0.0), 32.0 * specs.a);
// diff += l_lightcolourscale.z * spec * specs.rgb;
// #endif
#if defined(SPOT)
if (vtexprojcoord.w < 0.0) discard;
vec2 spot = ((vtexprojcoord.st)/vtexprojcoord.w);
colorscale *= 1.0-(dot(spot,spot));
#endif
#ifdef PCF
colorscale *= ShadowmapFilter(s_t5);
#endif
r.rgb *= colorscale * l_lightcolour;
#ifdef CUBE
r.rgb *= textureCube(s_t6, vtexprojcoord.xyz).rgb;
#endif
r = fog4additive(r, inp.pos);
#else
//lightmap is greyscale in m.a. probably we should just scale the texture mix, but precision errors when editing make me paranoid.
r.rgb *= m.aaa;
r = fog4(r, inp.depth);
#endif
return r;
}
#endif