1 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
2 "// written by Forest 'LordHavoc' Hale\n"
3 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
5 "// GL ES shaders use precision modifiers, standard GL does not\n"
12 "#if __VERSION__ >= 130\n"
13 "# ifdef VERTEX_SHADER\n"
14 "# define varying out\n"
15 "# define attribute in\n"
17 "# ifdef FRAGMENT_SHADER\n"
18 "out vec4 dp_FragColor;\n"
19 "# define gl_FragColor dp_FragColor\n"
20 "# define varying in\n"
21 "# define attribute in\n"
23 "# define texture1D texture\n"
24 "# define texture2D texture\n"
25 "# define texture3D texture\n"
26 "# define textureCube texture\n"
29 "#ifdef VERTEX_SHADER\n"
30 "attribute vec4 Attrib_Position; // vertex\n"
31 "attribute vec4 Attrib_Color; // color\n"
32 "attribute vec4 Attrib_TexCoord0; // material texcoords\n"
33 "attribute vec3 Attrib_TexCoord1; // svector\n"
34 "attribute vec3 Attrib_TexCoord2; // tvector\n"
35 "attribute vec3 Attrib_TexCoord3; // normal\n"
36 "attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n"
38 "varying mediump vec4 VertexColor;\n"
40 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
43 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
44 "# define USELIGHTMAP\n"
46 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n"
47 "# define USEEYEVECTOR\n"
50 "#ifdef USESHADOWMAP2D\n"
51 "# ifdef GL_EXT_gpu_shader4\n"
52 "# extension GL_EXT_gpu_shader4 : enable\n"
54 "# ifdef GL_ARB_texture_gather\n"
55 "# extension GL_ARB_texture_gather : enable\n"
57 "# ifdef GL_AMD_texture_texture4\n"
58 "# extension GL_AMD_texture_texture4 : enable\n"
63 "//#ifdef USESHADOWSAMPLER\n"
64 "//# extension GL_ARB_shadow : enable\n"
67 "//#ifdef __GLSL_CG_DATA_TYPES\n"
68 "//# define myhalf half\n"
69 "//# define myhalf2 half2\n"
70 "//# define myhalf3 half3\n"
71 "//# define myhalf4 half4\n"
73 "# define myhalf mediump float\n"
74 "# define myhalf2 mediump vec2\n"
75 "# define myhalf3 mediump vec3\n"
76 "# define myhalf4 mediump vec4\n"
79 "#ifdef VERTEX_SHADER\n"
80 "uniform highp mat4 ModelViewProjectionMatrix;\n"
83 "#ifdef MODE_DEPTH_OR_SHADOW\n"
84 "#ifdef VERTEX_SHADER\n"
87 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
90 "#else // !MODE_DEPTH_ORSHADOW\n"
95 "#ifdef MODE_SHOWDEPTH\n"
96 "#ifdef VERTEX_SHADER\n"
99 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
100 " VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
104 "#ifdef FRAGMENT_SHADER\n"
107 " gl_FragColor = VertexColor;\n"
110 "#else // !MODE_SHOWDEPTH\n"
115 "#ifdef MODE_POSTPROCESS\n"
116 "varying mediump vec2 TexCoord1;\n"
117 "varying mediump vec2 TexCoord2;\n"
119 "#ifdef VERTEX_SHADER\n"
122 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
123 " TexCoord1 = Attrib_TexCoord0.xy;\n"
125 " TexCoord2 = Attrib_TexCoord4.xy;\n"
130 "#ifdef FRAGMENT_SHADER\n"
131 "uniform sampler2D Texture_First;\n"
133 "uniform sampler2D Texture_Second;\n"
134 "uniform mediump vec4 BloomColorSubtract;\n"
136 "#ifdef USEGAMMARAMPS\n"
137 "uniform sampler2D Texture_GammaRamps;\n"
139 "#ifdef USESATURATION\n"
140 "uniform mediump float Saturation;\n"
142 "#ifdef USEVIEWTINT\n"
143 "uniform mediump vec4 ViewTintColor;\n"
145 "//uncomment these if you want to use them:\n"
146 "uniform mediump vec4 UserVec1;\n"
147 "uniform mediump vec4 UserVec2;\n"
148 "// uniform mediump vec4 UserVec3;\n"
149 "// uniform mediump vec4 UserVec4;\n"
150 "// uniform highp float ClientTime;\n"
151 "uniform mediump vec2 PixelSize;\n"
154 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
156 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
158 "#ifdef USEVIEWTINT\n"
159 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
162 "#ifdef USEPOSTPROCESSING\n"
163 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
164 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
165 " float sobel = 1.0;\n"
166 " // vec2 ts = textureSize(Texture_First, 0);\n"
167 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
168 " vec2 px = PixelSize;\n"
169 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
170 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
171 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
172 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
173 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
174 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
175 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
176 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
177 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
178 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
179 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
180 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
181 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
182 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
183 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
184 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
185 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
186 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
187 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
188 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
189 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
190 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
191 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
192 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
193 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
194 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
195 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
196 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
197 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
198 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
199 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
200 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
203 "#ifdef USESATURATION\n"
204 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
205 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
206 " // 'vampire sight' effect, wheres red is compensated\n"
207 " #ifdef SATURATION_REDCOMPENSATE\n"
208 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
209 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
210 " gl_FragColor.r += rboost;\n"
212 " // normal desaturation\n"
213 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
214 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
218 "#ifdef USEGAMMARAMPS\n"
219 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
220 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
221 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
225 "#else // !MODE_POSTPROCESS\n"
230 "#ifdef MODE_GENERIC\n"
231 "#ifdef USEDIFFUSE\n"
232 "varying mediump vec2 TexCoord1;\n"
234 "#ifdef USESPECULAR\n"
235 "varying mediump vec2 TexCoord2;\n"
237 "#ifdef VERTEX_SHADER\n"
240 " VertexColor = Attrib_Color;\n"
241 "#ifdef USEDIFFUSE\n"
242 " TexCoord1 = Attrib_TexCoord0.xy;\n"
244 "#ifdef USESPECULAR\n"
245 " TexCoord2 = Attrib_TexCoord1.xy;\n"
247 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
251 "#ifdef FRAGMENT_SHADER\n"
252 "#ifdef USEDIFFUSE\n"
253 "uniform sampler2D Texture_First;\n"
255 "#ifdef USESPECULAR\n"
256 "uniform sampler2D Texture_Second;\n"
261 "#ifdef USEVIEWTINT\n"
262 " gl_FragColor = VertexColor;\n"
264 " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
266 "#ifdef USEDIFFUSE\n"
267 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
270 "#ifdef USESPECULAR\n"
271 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
272 "# ifdef USECOLORMAPPING\n"
273 " gl_FragColor *= tex2;\n"
276 " gl_FragColor += tex2;\n"
278 "# ifdef USEVERTEXTEXTUREBLEND\n"
279 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
284 "#else // !MODE_GENERIC\n"
289 "#ifdef MODE_BLOOMBLUR\n"
290 "varying mediump vec2 TexCoord;\n"
291 "#ifdef VERTEX_SHADER\n"
294 " VertexColor = Attrib_Color;\n"
295 " TexCoord = Attrib_TexCoord0.xy;\n"
296 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
300 "#ifdef FRAGMENT_SHADER\n"
301 "uniform sampler2D Texture_First;\n"
302 "uniform mediump vec4 BloomBlur_Parameters;\n"
307 " vec2 tc = TexCoord;\n"
308 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
309 " tc += BloomBlur_Parameters.xy;\n"
310 " for (i = 1;i < SAMPLES;i++)\n"
312 " color += texture2D(Texture_First, tc).rgb;\n"
313 " tc += BloomBlur_Parameters.xy;\n"
315 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
318 "#else // !MODE_BLOOMBLUR\n"
319 "#ifdef MODE_REFRACTION\n"
320 "varying mediump vec2 TexCoord;\n"
321 "varying highp vec4 ModelViewProjectionPosition;\n"
322 "uniform highp mat4 TexMatrix;\n"
323 "#ifdef VERTEX_SHADER\n"
327 " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
328 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
329 " ModelViewProjectionPosition = gl_Position;\n"
333 "#ifdef FRAGMENT_SHADER\n"
334 "uniform sampler2D Texture_Normal;\n"
335 "uniform sampler2D Texture_Refraction;\n"
336 "uniform sampler2D Texture_Reflection;\n"
338 "uniform mediump vec4 DistortScaleRefractReflect;\n"
339 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
340 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
341 "uniform mediump vec4 RefractColor;\n"
342 "uniform mediump vec4 ReflectColor;\n"
343 "uniform mediump float ReflectFactor;\n"
344 "uniform mediump float ReflectOffset;\n"
348 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
349 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
350 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
351 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
352 " // FIXME temporary hack to detect the case that the reflection\n"
353 " // gets blackened at edges due to leaving the area that contains actual\n"
355 " // Remove this 'ack once we have a better way to stop this thing from\n"
357 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
358 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
359 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
360 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
361 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
362 " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
365 "#else // !MODE_REFRACTION\n"
370 "#ifdef MODE_WATER\n"
371 "varying mediump vec2 TexCoord;\n"
372 "varying highp vec3 EyeVector;\n"
373 "varying highp vec4 ModelViewProjectionPosition;\n"
374 "#ifdef VERTEX_SHADER\n"
375 "uniform highp vec3 EyePosition;\n"
376 "uniform highp mat4 TexMatrix;\n"
380 " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
381 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
382 " EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
383 " EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
384 " EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
385 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
386 " ModelViewProjectionPosition = gl_Position;\n"
390 "#ifdef FRAGMENT_SHADER\n"
391 "uniform sampler2D Texture_Normal;\n"
392 "uniform sampler2D Texture_Refraction;\n"
393 "uniform sampler2D Texture_Reflection;\n"
395 "uniform mediump vec4 DistortScaleRefractReflect;\n"
396 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
397 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
398 "uniform mediump vec4 RefractColor;\n"
399 "uniform mediump vec4 ReflectColor;\n"
400 "uniform mediump float ReflectFactor;\n"
401 "uniform mediump float ReflectOffset;\n"
402 "uniform highp float ClientTime;\n"
403 "#ifdef USENORMALMAPSCROLLBLEND\n"
404 "uniform highp vec2 NormalmapScrollBlend;\n"
409 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
410 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
411 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
412 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
413 " // slight water animation via 2 layer scrolling (todo: tweak)\n"
414 " #ifdef USENORMALMAPSCROLLBLEND\n"
415 " vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
416 " normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
417 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
419 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
421 " // FIXME temporary hack to detect the case that the reflection\n"
422 " // gets blackened at edges due to leaving the area that contains actual\n"
424 " // Remove this 'ack once we have a better way to stop this thing from\n"
426 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
427 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
428 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
429 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
430 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
431 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
432 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
433 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
434 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
435 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
436 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
437 " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
440 "#else // !MODE_WATER\n"
445 "// common definitions between vertex shader and fragment shader:\n"
447 "varying mediump vec4 TexCoordSurfaceLightmap;\n"
448 "#ifdef USEVERTEXTEXTUREBLEND\n"
449 "varying mediump vec2 TexCoord2;\n"
452 "#ifdef MODE_LIGHTSOURCE\n"
453 "varying mediump vec3 CubeVector;\n"
456 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
457 "varying mediump vec3 LightVector;\n"
460 "#ifdef USEEYEVECTOR\n"
461 "varying highp vec4 EyeVectorFogDepth;\n"
464 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
465 "varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
466 "varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
467 "varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n"
470 "varying highp vec3 EyeVectorModelSpace;\n"
474 "#ifdef USEREFLECTION\n"
475 "varying highp vec4 ModelViewProjectionPosition;\n"
477 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
478 "uniform highp vec3 LightPosition;\n"
479 "varying highp vec4 ModelViewPosition;\n"
482 "#ifdef MODE_LIGHTSOURCE\n"
483 "uniform highp vec3 LightPosition;\n"
485 "uniform highp vec3 EyePosition;\n"
486 "#ifdef MODE_LIGHTDIRECTION\n"
487 "uniform highp vec3 LightDir;\n"
489 "uniform highp vec4 FogPlane;\n"
491 "#ifdef USESHADOWMAPORTHO\n"
492 "varying highp vec3 ShadowMapTC;\n"
495 "#ifdef USEBOUNCEGRID\n"
496 "varying highp vec3 BounceGridTexCoord;\n"
504 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
506 "// fragment shader specific:\n"
507 "#ifdef FRAGMENT_SHADER\n"
509 "uniform sampler2D Texture_Normal;\n"
510 "uniform sampler2D Texture_Color;\n"
511 "uniform sampler2D Texture_Gloss;\n"
513 "uniform sampler2D Texture_Glow;\n"
515 "#ifdef USEVERTEXTEXTUREBLEND\n"
516 "uniform sampler2D Texture_SecondaryNormal;\n"
517 "uniform sampler2D Texture_SecondaryColor;\n"
518 "uniform sampler2D Texture_SecondaryGloss;\n"
520 "uniform sampler2D Texture_SecondaryGlow;\n"
523 "#ifdef USECOLORMAPPING\n"
524 "uniform sampler2D Texture_Pants;\n"
525 "uniform sampler2D Texture_Shirt;\n"
528 "#ifdef USEFOGHEIGHTTEXTURE\n"
529 "uniform sampler2D Texture_FogHeightTexture;\n"
531 "uniform sampler2D Texture_FogMask;\n"
533 "#ifdef USELIGHTMAP\n"
534 "uniform sampler2D Texture_Lightmap;\n"
536 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
537 "uniform sampler2D Texture_Deluxemap;\n"
539 "#ifdef USEREFLECTION\n"
540 "uniform sampler2D Texture_Reflection;\n"
543 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
544 "uniform sampler2D Texture_ScreenDepth;\n"
545 "uniform sampler2D Texture_ScreenNormalMap;\n"
547 "#ifdef USEDEFERREDLIGHTMAP\n"
548 "uniform sampler2D Texture_ScreenDiffuse;\n"
549 "uniform sampler2D Texture_ScreenSpecular;\n"
552 "uniform mediump vec3 Color_Pants;\n"
553 "uniform mediump vec3 Color_Shirt;\n"
554 "uniform mediump vec3 FogColor;\n"
557 "uniform highp float FogRangeRecip;\n"
558 "uniform highp float FogPlaneViewDist;\n"
559 "uniform highp float FogHeightFade;\n"
560 "vec3 FogVertex(vec4 surfacecolor)\n"
562 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
563 " vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n"
565 " float FogPlaneVertexDist = EyeVectorFogDepth.w;\n"
567 " vec3 fc = FogColor;\n"
568 "#ifdef USEFOGALPHAHACK\n"
569 " fc *= surfacecolor.a;\n"
571 "#ifdef USEFOGHEIGHTTEXTURE\n"
572 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
573 " fogfrac = fogheightpixel.a;\n"
574 " return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
576 "# ifdef USEFOGOUTSIDE\n"
577 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
579 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
581 " return mix(fc, surfacecolor.rgb, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
586 "#ifdef USEOFFSETMAPPING\n"
587 "uniform mediump float OffsetMapping_Scale;\n"
588 "vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
590 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
591 " // 14 sample relief mapping: linear search and then binary search\n"
592 " // this basically steps forward a small amount repeatedly until it finds\n"
593 " // itself inside solid, then jitters forward and back using decreasing\n"
594 " // amounts to find the impact\n"
595 " //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
596 " //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
597 " vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
598 " vec3 RT = vec3(TexCoord, 1);\n"
599 " OffsetVector *= 0.1;\n"
600 " RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
601 " RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
602 " RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
603 " RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
604 " RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
605 " RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
606 " RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
607 " RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
608 " RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
609 " RT += OffsetVector * (step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) - 0.5);\n"
610 " RT += OffsetVector * (step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.5 - 0.25);\n"
611 " RT += OffsetVector * (step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.25 - 0.125);\n"
612 " RT += OffsetVector * (step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.125 - 0.0625);\n"
613 " RT += OffsetVector * (step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.0625 - 0.03125);\n"
616 " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
617 " //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
618 " //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
619 " vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
620 " OffsetVector *= 0.5;\n"
621 " TexCoord += OffsetVector * (1.0 - textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
622 " TexCoord += OffsetVector * (1.0 - textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
623 " return TexCoord;\n"
626 "#endif // USEOFFSETMAPPING\n"
628 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
629 "uniform sampler2D Texture_Attenuation;\n"
630 "uniform samplerCube Texture_Cube;\n"
633 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
635 "#ifdef USESHADOWMAP2D\n"
636 "# ifdef USESHADOWSAMPLER\n"
637 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
639 "uniform sampler2D Texture_ShadowMap2D;\n"
643 "#ifdef USESHADOWMAPVSDCT\n"
644 "uniform samplerCube Texture_CubeProjection;\n"
647 "#if defined(USESHADOWMAP2D)\n"
648 "uniform mediump vec2 ShadowMap_TextureScale;\n"
649 "uniform mediump vec4 ShadowMap_Parameters;\n"
652 "#if defined(USESHADOWMAP2D)\n"
653 "# ifdef USESHADOWMAPORTHO\n"
654 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
656 "# ifdef USESHADOWMAPVSDCT\n"
657 "vec3 GetShadowMapTC2D(vec3 dir)\n"
659 " vec3 adir = abs(dir);\n"
660 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
661 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
662 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
665 "vec3 GetShadowMapTC2D(vec3 dir)\n"
667 " vec3 adir = abs(dir);\n"
668 " float ma = adir.z;\n"
669 " vec4 proj = vec4(dir, 2.5);\n"
670 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
671 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
672 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
673 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
677 "#endif // defined(USESHADOWMAP2D)\n"
679 "# ifdef USESHADOWMAP2D\n"
680 "float ShadowMapCompare(vec3 dir)\n"
682 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
685 "# ifdef USESHADOWSAMPLER\n"
686 "# ifdef USESHADOWMAPPCF\n"
687 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
688 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
689 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
691 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
694 "# ifdef USESHADOWMAPPCF\n"
695 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
696 "# ifdef GL_ARB_texture_gather\n"
697 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
699 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
701 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
702 "# if USESHADOWMAPPCF > 1\n"
703 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
704 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
705 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
706 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
707 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
708 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
709 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
710 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
711 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
712 " vec4 locols = vec4(group1.ab, group3.ab);\n"
713 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
714 " locols.yz += group2.ab;\n"
715 " hicols.yz += group8.rg;\n"
716 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
717 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
718 " mix(locols, hicols, offset.y);\n"
719 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
720 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
721 " f = dot(cols, vec4(1.0/25.0));\n"
723 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
724 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
725 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
726 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
727 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
728 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
729 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
732 "# ifdef GL_EXT_gpu_shader4\n"
733 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
735 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
737 "# if USESHADOWMAPPCF > 1\n"
738 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
739 " center *= ShadowMap_TextureScale;\n"
740 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
741 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
742 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
743 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
744 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
745 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
747 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
748 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
749 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
750 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
751 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
752 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
756 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
759 "# ifdef USESHADOWMAPORTHO\n"
760 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
766 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
767 "#endif // FRAGMENT_SHADER\n"
772 "#ifdef MODE_DEFERREDGEOMETRY\n"
773 "#ifdef VERTEX_SHADER\n"
774 "uniform highp mat4 TexMatrix;\n"
775 "#ifdef USEVERTEXTEXTUREBLEND\n"
776 "uniform highp mat4 BackgroundTexMatrix;\n"
778 "uniform highp mat4 ModelViewMatrix;\n"
781 " TexCoordSurfaceLightmap.xy = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
782 "#ifdef USEVERTEXTEXTUREBLEND\n"
783 " VertexColor = Attrib_Color;\n"
784 " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
787 " // transform unnormalized eye direction into tangent space\n"
788 "#ifdef USEOFFSETMAPPING\n"
789 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
790 " EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
791 " EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
792 " EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
793 " EyeVectorFogDepth.w = 0.0;\n"
796 " VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)).xyz;\n"
797 " VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)).xyz;\n"
798 " VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)).xyz;\n"
799 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
801 "#endif // VERTEX_SHADER\n"
803 "#ifdef FRAGMENT_SHADER\n"
806 "#ifdef USEOFFSETMAPPING\n"
807 " // apply offsetmapping\n"
808 " vec2 dPdx = dFdx(TexCoordSurfaceLightmap.xy);\n"
809 " vec2 dPdy = dFdy(TexCoordSurfaceLightmap.xy);\n"
810 " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
811 "# define offsetMappedTexture2D(t) textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
813 "# define offsetMappedTexture2D(t) texture2D(t, TexCoordSurfaceLightmap.xy)\n"
816 "#ifdef USEALPHAKILL\n"
817 " if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n"
821 "#ifdef USEVERTEXTEXTUREBLEND\n"
822 " float alpha = offsetMappedTexture2D(Texture_Color).a;\n"
823 " float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
824 " //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n"
825 " //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n"
828 "#ifdef USEVERTEXTEXTUREBLEND\n"
829 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
830 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n"
832 " vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n"
833 " float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
836 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
838 "#endif // FRAGMENT_SHADER\n"
839 "#else // !MODE_DEFERREDGEOMETRY\n"
844 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
845 "#ifdef VERTEX_SHADER\n"
846 "uniform highp mat4 ModelViewMatrix;\n"
849 " ModelViewPosition = ModelViewMatrix * Attrib_Position;\n"
850 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
852 "#endif // VERTEX_SHADER\n"
854 "#ifdef FRAGMENT_SHADER\n"
855 "uniform highp mat4 ViewToLight;\n"
856 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
857 "uniform highp vec2 ScreenToDepth;\n"
858 "uniform myhalf3 DeferredColor_Ambient;\n"
859 "uniform myhalf3 DeferredColor_Diffuse;\n"
860 "#ifdef USESPECULAR\n"
861 "uniform myhalf3 DeferredColor_Specular;\n"
862 "uniform myhalf SpecularPower;\n"
864 "uniform myhalf2 PixelToScreenTexCoord;\n"
867 " // calculate viewspace pixel position\n"
868 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
870 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
871 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
872 " // decode viewspace pixel normal\n"
873 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
874 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
875 " // surfacenormal = pixel normal in viewspace\n"
876 " // LightVector = pixel to light in viewspace\n"
877 " // CubeVector = position in lightspace\n"
878 " // eyevector = pixel to view in viewspace\n"
879 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
880 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
881 "#ifdef USEDIFFUSE\n"
882 " // calculate diffuse shading\n"
883 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
884 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
886 "#ifdef USESPECULAR\n"
887 " // calculate directional shading\n"
888 " vec3 eyevector = position * -1.0;\n"
889 "# ifdef USEEXACTSPECULARMATH\n"
890 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
892 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
893 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
897 "#if defined(USESHADOWMAP2D)\n"
898 " fade *= ShadowMapCompare(CubeVector);\n"
901 "#ifdef USEDIFFUSE\n"
902 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
904 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
906 "#ifdef USESPECULAR\n"
907 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
909 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
912 "# ifdef USECUBEFILTER\n"
913 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
914 " gl_FragData[0].rgb *= cubecolor;\n"
915 " gl_FragData[1].rgb *= cubecolor;\n"
918 "#endif // FRAGMENT_SHADER\n"
919 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
924 "#ifdef VERTEX_SHADER\n"
925 "uniform highp mat4 TexMatrix;\n"
926 "#ifdef USEVERTEXTEXTUREBLEND\n"
927 "uniform highp mat4 BackgroundTexMatrix;\n"
929 "#ifdef MODE_LIGHTSOURCE\n"
930 "uniform highp mat4 ModelToLight;\n"
932 "#ifdef USESHADOWMAPORTHO\n"
933 "uniform highp mat4 ShadowMapMatrix;\n"
935 "#ifdef USEBOUNCEGRID\n"
936 "uniform highp mat4 BounceGridMatrix;\n"
940 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
941 " VertexColor = Attrib_Color;\n"
943 " // copy the surface texcoord\n"
944 "#ifdef USELIGHTMAP\n"
945 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n"
947 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
949 "#ifdef USEVERTEXTEXTUREBLEND\n"
950 " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
953 "#ifdef USEBOUNCEGRID\n"
954 " BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n"
957 "#ifdef MODE_LIGHTSOURCE\n"
958 " // transform vertex position into light attenuation/cubemap space\n"
959 " // (-1 to +1 across the light box)\n"
960 " CubeVector = vec3(ModelToLight * Attrib_Position);\n"
962 "# ifdef USEDIFFUSE\n"
963 " // transform unnormalized light direction into tangent space\n"
964 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
965 " // normalize it per pixel)\n"
966 " vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n"
967 " LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n"
968 " LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n"
969 " LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n"
973 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
974 " LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n"
975 " LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n"
976 " LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n"
979 " // transform unnormalized eye direction into tangent space\n"
980 "#ifdef USEEYEVECTOR\n"
981 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
982 " EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
983 " EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
984 " EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
986 " EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n"
988 " EyeVectorFogDepth.w = 0.0;\n"
993 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
995 " VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n"
996 " VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n"
997 " VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n"
999 " VectorS = Attrib_TexCoord1;\n"
1000 " VectorT = Attrib_TexCoord2;\n"
1001 " VectorR = Attrib_TexCoord3;\n"
1005 " EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
1009 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1010 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
1012 "#ifdef USESHADOWMAPORTHO\n"
1013 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1016 "#ifdef USEREFLECTION\n"
1017 " ModelViewProjectionPosition = gl_Position;\n"
1020 "#endif // VERTEX_SHADER\n"
1025 "#ifdef FRAGMENT_SHADER\n"
1026 "#ifdef USEDEFERREDLIGHTMAP\n"
1027 "uniform myhalf2 PixelToScreenTexCoord;\n"
1028 "uniform myhalf3 DeferredMod_Diffuse;\n"
1029 "uniform myhalf3 DeferredMod_Specular;\n"
1031 "uniform myhalf3 Color_Ambient;\n"
1032 "uniform myhalf3 Color_Diffuse;\n"
1033 "uniform myhalf3 Color_Specular;\n"
1034 "uniform myhalf SpecularPower;\n"
1036 "uniform myhalf3 Color_Glow;\n"
1038 "uniform myhalf Alpha;\n"
1039 "#ifdef USEREFLECTION\n"
1040 "uniform mediump vec4 DistortScaleRefractReflect;\n"
1041 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
1042 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
1043 "uniform mediump vec4 ReflectColor;\n"
1045 "#ifdef USEREFLECTCUBE\n"
1046 "uniform highp mat4 ModelToReflectCube;\n"
1047 "uniform sampler2D Texture_ReflectMask;\n"
1048 "uniform samplerCube Texture_ReflectCube;\n"
1050 "#ifdef MODE_LIGHTDIRECTION\n"
1051 "uniform myhalf3 LightColor;\n"
1053 "#ifdef MODE_LIGHTSOURCE\n"
1054 "uniform myhalf3 LightColor;\n"
1056 "#ifdef USEBOUNCEGRID\n"
1057 "uniform sampler3D Texture_BounceGrid;\n"
1058 "uniform float BounceGridIntensity;\n"
1062 "#ifdef USEOFFSETMAPPING\n"
1063 " // apply offsetmapping\n"
1064 " vec2 dPdx = dFdx(TexCoordSurfaceLightmap.xy);\n"
1065 " vec2 dPdy = dFdy(TexCoordSurfaceLightmap.xy);\n"
1066 " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
1067 "# define offsetMappedTexture2D(t) textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
1069 "# define offsetMappedTexture2D(t) texture2D(t, TexCoordSurfaceLightmap.xy)\n"
1072 " // combine the diffuse textures (base, pants, shirt)\n"
1073 " myhalf4 color = myhalf4(offsetMappedTexture2D(Texture_Color));\n"
1074 "#ifdef USEALPHAKILL\n"
1075 " if (color.a < 0.5)\n"
1078 " color.a *= Alpha;\n"
1079 "#ifdef USECOLORMAPPING\n"
1080 " color.rgb += myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n"
1082 "#ifdef USEVERTEXTEXTUREBLEND\n"
1083 " myhalf terrainblend = clamp(myhalf(VertexColor.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1084 " //myhalf terrainblend = min(myhalf(VertexColor.a) * color.a * 2.0, myhalf(1.0));\n"
1085 " //myhalf terrainblend = myhalf(VertexColor.a) * color.a > 0.5;\n"
1086 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1088 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1091 " // get the surface normal\n"
1092 "#ifdef USEVERTEXTEXTUREBLEND\n"
1093 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1095 " myhalf3 surfacenormal = normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5, 0.5, 0.5));\n"
1098 " // get the material colors\n"
1099 " myhalf3 diffusetex = color.rgb;\n"
1100 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1101 "# ifdef USEVERTEXTEXTUREBLEND\n"
1102 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n"
1104 " myhalf4 glosstex = myhalf4(offsetMappedTexture2D(Texture_Gloss));\n"
1108 "#ifdef USEREFLECTCUBE\n"
1109 " vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n"
1110 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1111 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1112 " diffusetex += myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1118 "#ifdef MODE_LIGHTSOURCE\n"
1119 " // light source\n"
1120 "#ifdef USEDIFFUSE\n"
1121 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1122 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1123 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1124 "#ifdef USESPECULAR\n"
1125 "#ifdef USEEXACTSPECULARMATH\n"
1126 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1128 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
1129 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1131 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1134 " color.rgb = diffusetex * Color_Ambient;\n"
1136 " color.rgb *= LightColor;\n"
1137 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1138 "#if defined(USESHADOWMAP2D)\n"
1139 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1141 "# ifdef USECUBEFILTER\n"
1142 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1144 "#endif // MODE_LIGHTSOURCE\n"
1149 "#ifdef MODE_LIGHTDIRECTION\n"
1151 "#ifdef USEDIFFUSE\n"
1152 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1154 "#define lightcolor LightColor\n"
1155 "#endif // MODE_LIGHTDIRECTION\n"
1156 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1158 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1159 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1160 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1161 " // convert modelspace light vector to tangentspace\n"
1162 " myhalf3 lightnormal;\n"
1163 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1164 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1165 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1166 " lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
1167 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1168 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1169 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1170 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1171 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1172 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1173 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1174 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1175 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1176 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1177 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1178 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1180 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1181 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1182 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1188 "#ifdef MODE_FAKELIGHT\n"
1190 "myhalf3 lightnormal = myhalf3(normalize(EyeVectorFogDepth.xyz));\n"
1191 "myhalf3 lightcolor = myhalf3(1.0);\n"
1192 "#endif // MODE_FAKELIGHT\n"
1197 "#ifdef MODE_LIGHTMAP\n"
1198 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n"
1199 "#endif // MODE_LIGHTMAP\n"
1200 "#ifdef MODE_VERTEXCOLOR\n"
1201 " color.rgb = diffusetex * (Color_Ambient + myhalf3(VertexColor.rgb) * Color_Diffuse);\n"
1202 "#endif // MODE_VERTEXCOLOR\n"
1203 "#ifdef MODE_FLATCOLOR\n"
1204 " color.rgb = diffusetex * Color_Ambient;\n"
1205 "#endif // MODE_FLATCOLOR\n"
1211 "# ifdef USEDIFFUSE\n"
1212 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1213 "# ifdef USESPECULAR\n"
1214 "# ifdef USEEXACTSPECULARMATH\n"
1215 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1217 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
1218 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1220 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1222 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1225 " color.rgb = diffusetex * Color_Ambient;\n"
1229 "#ifdef USESHADOWMAPORTHO\n"
1230 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1233 "#ifdef USEDEFERREDLIGHTMAP\n"
1234 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1235 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1236 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1239 "#ifdef USEBOUNCEGRID\n"
1240 " color.rgb += diffusetex * myhalf3(texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n"
1244 "#ifdef USEVERTEXTEXTUREBLEND\n"
1245 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n"
1247 " color.rgb += myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n"
1252 " color.rgb = FogVertex(color);\n"
1255 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1256 "#ifdef USEREFLECTION\n"
1257 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1258 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1259 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1260 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1261 " // FIXME temporary hack to detect the case that the reflection\n"
1262 " // gets blackened at edges due to leaving the area that contains actual\n"
1264 " // Remove this 'ack once we have a better way to stop this thing from\n"
1266 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1267 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1268 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1269 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1270 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1271 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1274 " gl_FragColor = vec4(color);\n"
1276 "#endif // FRAGMENT_SHADER\n"
1278 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1279 "#endif // !MODE_DEFERREDGEOMETRY\n"
1280 "#endif // !MODE_WATER\n"
1281 "#endif // !MODE_REFRACTION\n"
1282 "#endif // !MODE_BLOOMBLUR\n"
1283 "#endif // !MODE_GENERIC\n"
1284 "#endif // !MODE_POSTPROCESS\n"
1285 "#endif // !MODE_SHOWDEPTH\n"
1286 "#endif // !MODE_DEPTH_OR_SHADOW\n"