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 "#ifdef VERTEX_SHADER\n"
13 "attribute vec4 Attrib_Position; // vertex\n"
14 "attribute vec4 Attrib_Color; // color\n"
15 "attribute vec4 Attrib_TexCoord0; // material texcoords\n"
16 "attribute vec3 Attrib_TexCoord1; // svector\n"
17 "attribute vec3 Attrib_TexCoord2; // tvector\n"
18 "attribute vec3 Attrib_TexCoord3; // normal\n"
19 "attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n"
21 "varying lowp vec4 VertexColor;\n"
23 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
26 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
27 "#define USELIGHTMAP\n"
29 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
30 "#define USEEYEVECTOR\n"
33 "#ifdef USESHADOWMAP2D\n"
34 "# ifdef GL_EXT_gpu_shader4\n"
35 "# extension GL_EXT_gpu_shader4 : enable\n"
37 "# ifdef GL_ARB_texture_gather\n"
38 "# extension GL_ARB_texture_gather : enable\n"
40 "# ifdef GL_AMD_texture_texture4\n"
41 "# extension GL_AMD_texture_texture4 : enable\n"
46 "//#ifdef USESHADOWSAMPLER\n"
47 "//# extension GL_ARB_shadow : enable\n"
50 "//#ifdef __GLSL_CG_DATA_TYPES\n"
51 "//# define myhalf half\n"
52 "//# define myhalf2 half2\n"
53 "//# define myhalf3 half3\n"
54 "//# define myhalf4 half4\n"
56 "# define myhalf mediump float\n"
57 "# define myhalf2 mediump vec2\n"
58 "# define myhalf3 mediump vec3\n"
59 "# define myhalf4 mediump vec4\n"
62 "#ifdef VERTEX_SHADER\n"
63 "uniform highp mat4 ModelViewProjectionMatrix;\n"
66 "#ifdef MODE_DEPTH_OR_SHADOW\n"
67 "#ifdef VERTEX_SHADER\n"
70 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
73 "#else // !MODE_DEPTH_ORSHADOW\n"
78 "#ifdef MODE_SHOWDEPTH\n"
79 "#ifdef VERTEX_SHADER\n"
82 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
83 " VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
87 "#ifdef FRAGMENT_SHADER\n"
90 " gl_FragColor = VertexColor;\n"
93 "#else // !MODE_SHOWDEPTH\n"
98 "#ifdef MODE_POSTPROCESS\n"
99 "varying mediump vec2 TexCoord1;\n"
100 "varying mediump vec2 TexCoord2;\n"
102 "#ifdef VERTEX_SHADER\n"
105 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
106 " TexCoord1 = Attrib_TexCoord0.xy;\n"
108 " TexCoord2 = Attrib_TexCoord4.xy;\n"
113 "#ifdef FRAGMENT_SHADER\n"
114 "uniform sampler2D Texture_First;\n"
116 "uniform sampler2D Texture_Second;\n"
117 "uniform lowp vec4 BloomColorSubtract;\n"
119 "#ifdef USEGAMMARAMPS\n"
120 "uniform sampler2D Texture_GammaRamps;\n"
122 "#ifdef USESATURATION\n"
123 "uniform lowp float Saturation;\n"
125 "#ifdef USEVIEWTINT\n"
126 "uniform lowp vec4 ViewTintColor;\n"
128 "//uncomment these if you want to use them:\n"
129 "uniform mediump vec4 UserVec1;\n"
130 "uniform mediump vec4 UserVec2;\n"
131 "// uniform mediump vec4 UserVec3;\n"
132 "// uniform mediump vec4 UserVec4;\n"
133 "// uniform highp float ClientTime;\n"
134 "uniform mediump vec2 PixelSize;\n"
137 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
139 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
141 "#ifdef USEVIEWTINT\n"
142 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
145 "#ifdef USEPOSTPROCESSING\n"
146 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
147 "// 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"
148 " float sobel = 1.0;\n"
149 " // vec2 ts = textureSize(Texture_First, 0);\n"
150 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
151 " vec2 px = PixelSize;\n"
152 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
153 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
154 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
155 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
156 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
157 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
158 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
159 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
160 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
161 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
162 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
163 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
164 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
165 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
166 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
167 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
168 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
169 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
170 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
171 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
172 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
173 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
174 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
175 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
176 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
177 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
178 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
179 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
180 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
181 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
182 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
183 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
186 "#ifdef USESATURATION\n"
187 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
188 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
189 " // 'vampire sight' effect, wheres red is compensated\n"
190 " #ifdef SATURATION_REDCOMPENSATE\n"
191 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
192 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
193 " gl_FragColor.r += rboost;\n"
195 " // normal desaturation\n"
196 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
197 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
201 "#ifdef USEGAMMARAMPS\n"
202 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
203 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
204 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
208 "#else // !MODE_POSTPROCESS\n"
213 "#ifdef MODE_GENERIC\n"
214 "#ifdef USEDIFFUSE\n"
215 "varying mediump vec2 TexCoord1;\n"
217 "#ifdef USESPECULAR\n"
218 "varying mediump vec2 TexCoord2;\n"
220 "#ifdef VERTEX_SHADER\n"
223 " VertexColor = Attrib_Color;\n"
224 "#ifdef USEDIFFUSE\n"
225 " TexCoord1 = Attrib_TexCoord0.xy;\n"
227 "#ifdef USESPECULAR\n"
228 " TexCoord2 = Attrib_TexCoord1.xy;\n"
230 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
234 "#ifdef FRAGMENT_SHADER\n"
235 "#ifdef USEDIFFUSE\n"
236 "uniform sampler2D Texture_First;\n"
238 "#ifdef USESPECULAR\n"
239 "uniform sampler2D Texture_Second;\n"
244 "#ifdef USEVIEWTINT\n"
245 " gl_FragColor = VertexColor;\n"
247 " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
249 "#ifdef USEDIFFUSE\n"
250 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
253 "#ifdef USESPECULAR\n"
254 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
255 "# ifdef USECOLORMAPPING\n"
256 " gl_FragColor *= tex2;\n"
259 " gl_FragColor += tex2;\n"
261 "# ifdef USEVERTEXTEXTUREBLEND\n"
262 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
267 "#else // !MODE_GENERIC\n"
272 "#ifdef MODE_BLOOMBLUR\n"
273 "varying mediump vec2 TexCoord;\n"
274 "#ifdef VERTEX_SHADER\n"
277 " VertexColor = Attrib_Color;\n"
278 " TexCoord = Attrib_TexCoord0.xy;\n"
279 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
283 "#ifdef FRAGMENT_SHADER\n"
284 "uniform sampler2D Texture_First;\n"
285 "uniform mediump vec4 BloomBlur_Parameters;\n"
290 " vec2 tc = TexCoord;\n"
291 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
292 " tc += BloomBlur_Parameters.xy;\n"
293 " for (i = 1;i < SAMPLES;i++)\n"
295 " color += texture2D(Texture_First, tc).rgb;\n"
296 " tc += BloomBlur_Parameters.xy;\n"
298 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
301 "#else // !MODE_BLOOMBLUR\n"
302 "#ifdef MODE_REFRACTION\n"
303 "varying mediump vec2 TexCoord;\n"
304 "varying highp vec4 ModelViewProjectionPosition;\n"
305 "uniform highp mat4 TexMatrix;\n"
306 "#ifdef VERTEX_SHADER\n"
310 " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
311 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
312 " ModelViewProjectionPosition = gl_Position;\n"
316 "#ifdef FRAGMENT_SHADER\n"
317 "uniform sampler2D Texture_Normal;\n"
318 "uniform sampler2D Texture_Refraction;\n"
319 "uniform sampler2D Texture_Reflection;\n"
321 "uniform mediump vec4 DistortScaleRefractReflect;\n"
322 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
323 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
324 "uniform lowp vec4 RefractColor;\n"
325 "uniform lowp vec4 ReflectColor;\n"
326 "uniform mediump float ReflectFactor;\n"
327 "uniform mediump float ReflectOffset;\n"
331 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
332 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
333 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
334 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
335 " // FIXME temporary hack to detect the case that the reflection\n"
336 " // gets blackened at edges due to leaving the area that contains actual\n"
338 " // Remove this 'ack once we have a better way to stop this thing from\n"
340 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
341 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
342 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
343 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
344 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
345 " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
348 "#else // !MODE_REFRACTION\n"
353 "#ifdef MODE_WATER\n"
354 "varying mediump vec2 TexCoord;\n"
355 "varying highp vec3 EyeVector;\n"
356 "varying highp vec4 ModelViewProjectionPosition;\n"
357 "#ifdef VERTEX_SHADER\n"
358 "uniform highp vec3 EyePosition;\n"
359 "uniform highp mat4 TexMatrix;\n"
363 " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
364 " vec3 EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
365 " EyeVector.x = dot(EyeVectorModelSpace, Attrib_TexCoord1.xyz);\n"
366 " EyeVector.y = dot(EyeVectorModelSpace, Attrib_TexCoord2.xyz);\n"
367 " EyeVector.z = dot(EyeVectorModelSpace, Attrib_TexCoord3.xyz);\n"
368 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
369 " ModelViewProjectionPosition = gl_Position;\n"
373 "#ifdef FRAGMENT_SHADER\n"
374 "uniform sampler2D Texture_Normal;\n"
375 "uniform sampler2D Texture_Refraction;\n"
376 "uniform sampler2D Texture_Reflection;\n"
378 "uniform mediump vec4 DistortScaleRefractReflect;\n"
379 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
380 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
381 "uniform lowp vec4 RefractColor;\n"
382 "uniform lowp vec4 ReflectColor;\n"
383 "uniform mediump float ReflectFactor;\n"
384 "uniform mediump float ReflectOffset;\n"
385 "uniform highp float ClientTime;\n"
386 "#ifdef USENORMALMAPSCROLLBLEND\n"
387 "uniform highp vec2 NormalmapScrollBlend;\n"
392 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
393 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
394 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
395 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
396 " // slight water animation via 2 layer scrolling (todo: tweak)\n"
397 " #ifdef USENORMALMAPSCROLLBLEND\n"
398 " vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
399 " normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
400 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
402 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
404 " // FIXME temporary hack to detect the case that the reflection\n"
405 " // gets blackened at edges due to leaving the area that contains actual\n"
407 " // Remove this 'ack once we have a better way to stop this thing from\n"
409 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
410 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
411 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
412 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
413 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
414 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
415 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
416 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
417 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
418 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
419 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
420 " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
423 "#else // !MODE_WATER\n"
428 "// common definitions between vertex shader and fragment shader:\n"
430 "varying mediump vec4 TexCoordSurfaceLightmap;\n"
431 "#ifdef USEVERTEXTEXTUREBLEND\n"
432 "varying mediump vec2 TexCoord2;\n"
435 "#ifdef MODE_LIGHTSOURCE\n"
436 "varying mediump vec3 CubeVector;\n"
439 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
440 "varying mediump vec3 LightVector;\n"
443 "#ifdef USEEYEVECTOR\n"
444 "varying highp vec3 EyeVector;\n"
447 "varying highp vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
450 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
451 "varying lowp vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
452 "varying lowp vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
453 "varying lowp vec3 VectorR; // direction of R texcoord (surface normal)\n"
456 "#ifdef USEREFLECTION\n"
457 "varying highp vec4 ModelViewProjectionPosition;\n"
459 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
460 "uniform highp vec3 LightPosition;\n"
461 "varying highp vec4 ModelViewPosition;\n"
464 "#ifdef MODE_LIGHTSOURCE\n"
465 "uniform highp vec3 LightPosition;\n"
467 "uniform highp vec3 EyePosition;\n"
468 "#ifdef MODE_LIGHTDIRECTION\n"
469 "uniform highp vec3 LightDir;\n"
471 "uniform highp vec4 FogPlane;\n"
473 "#ifdef USESHADOWMAPORTHO\n"
474 "varying mediump vec3 ShadowMapTC;\n"
477 "#ifdef USEBOUNCEGRID\n"
478 "varying mediump vec3 BounceGridTexCoord;\n"
486 "// 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"
488 "// fragment shader specific:\n"
489 "#ifdef FRAGMENT_SHADER\n"
491 "uniform sampler2D Texture_Normal;\n"
492 "uniform sampler2D Texture_Color;\n"
493 "uniform sampler2D Texture_Gloss;\n"
495 "uniform sampler2D Texture_Glow;\n"
497 "#ifdef USEVERTEXTEXTUREBLEND\n"
498 "uniform sampler2D Texture_SecondaryNormal;\n"
499 "uniform sampler2D Texture_SecondaryColor;\n"
500 "uniform sampler2D Texture_SecondaryGloss;\n"
502 "uniform sampler2D Texture_SecondaryGlow;\n"
505 "#ifdef USECOLORMAPPING\n"
506 "uniform sampler2D Texture_Pants;\n"
507 "uniform sampler2D Texture_Shirt;\n"
510 "#ifdef USEFOGHEIGHTTEXTURE\n"
511 "uniform sampler2D Texture_FogHeightTexture;\n"
513 "uniform sampler2D Texture_FogMask;\n"
515 "#ifdef USELIGHTMAP\n"
516 "uniform sampler2D Texture_Lightmap;\n"
518 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
519 "uniform sampler2D Texture_Deluxemap;\n"
521 "#ifdef USEREFLECTION\n"
522 "uniform sampler2D Texture_Reflection;\n"
525 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
526 "uniform sampler2D Texture_ScreenDepth;\n"
527 "uniform sampler2D Texture_ScreenNormalMap;\n"
529 "#ifdef USEDEFERREDLIGHTMAP\n"
530 "uniform sampler2D Texture_ScreenDiffuse;\n"
531 "uniform sampler2D Texture_ScreenSpecular;\n"
534 "uniform lowp vec3 Color_Pants;\n"
535 "uniform lowp vec3 Color_Shirt;\n"
536 "uniform lowp vec3 FogColor;\n"
539 "uniform highp float FogRangeRecip;\n"
540 "uniform highp float FogPlaneViewDist;\n"
541 "uniform highp float FogHeightFade;\n"
542 "vec3 FogVertex(vec4 surfacecolor)\n"
544 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
545 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
547 " vec3 fc = FogColor;\n"
548 "#ifdef USEFOGALPHAHACK\n"
549 " fc *= surfacecolor.a;\n"
551 "#ifdef USEFOGHEIGHTTEXTURE\n"
552 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
553 " fogfrac = fogheightpixel.a;\n"
554 " return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
556 "# ifdef USEFOGOUTSIDE\n"
557 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
559 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
561 " return mix(fc, surfacecolor.rgb, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
566 "#ifdef USEOFFSETMAPPING\n"
567 "uniform mediump float OffsetMapping_Scale;\n"
568 "vec2 OffsetMapping(vec2 TexCoord)\n"
570 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
571 " // 14 sample relief mapping: linear search and then binary search\n"
572 " // this basically steps forward a small amount repeatedly until it finds\n"
573 " // itself inside solid, then jitters forward and back using decreasing\n"
574 " // amounts to find the impact\n"
575 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
576 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
577 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
578 " vec3 RT = vec3(TexCoord, 1);\n"
579 " OffsetVector *= 0.1;\n"
580 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
581 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
582 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
583 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
584 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
585 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
586 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
587 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
588 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
589 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
590 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
591 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
592 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
593 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
596 " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
597 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
598 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
599 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
600 " OffsetVector *= 0.5;\n"
601 " TexCoord += OffsetVector * (1.0 - texture2D(Texture_Normal, TexCoord).a);\n"
602 " TexCoord += OffsetVector * (1.0 - texture2D(Texture_Normal, TexCoord).a);\n"
603 " return TexCoord;\n"
606 "#endif // USEOFFSETMAPPING\n"
608 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
609 "uniform sampler2D Texture_Attenuation;\n"
610 "uniform samplerCube Texture_Cube;\n"
613 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
615 "#ifdef USESHADOWMAP2D\n"
616 "# ifdef USESHADOWSAMPLER\n"
617 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
619 "uniform sampler2D Texture_ShadowMap2D;\n"
623 "#ifdef USESHADOWMAPVSDCT\n"
624 "uniform samplerCube Texture_CubeProjection;\n"
627 "#if defined(USESHADOWMAP2D)\n"
628 "uniform mediump vec2 ShadowMap_TextureScale;\n"
629 "uniform mediump vec4 ShadowMap_Parameters;\n"
632 "#if defined(USESHADOWMAP2D)\n"
633 "# ifdef USESHADOWMAPORTHO\n"
634 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
636 "# ifdef USESHADOWMAPVSDCT\n"
637 "vec3 GetShadowMapTC2D(vec3 dir)\n"
639 " vec3 adir = abs(dir);\n"
640 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
641 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
642 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
645 "vec3 GetShadowMapTC2D(vec3 dir)\n"
647 " vec3 adir = abs(dir);\n"
648 " float ma = adir.z;\n"
649 " vec4 proj = vec4(dir, 2.5);\n"
650 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
651 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
652 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
653 " 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"
657 "#endif // defined(USESHADOWMAP2D)\n"
659 "# ifdef USESHADOWMAP2D\n"
660 "float ShadowMapCompare(vec3 dir)\n"
662 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
665 "# ifdef USESHADOWSAMPLER\n"
666 "# ifdef USESHADOWMAPPCF\n"
667 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
668 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
669 " 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"
671 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
674 "# ifdef USESHADOWMAPPCF\n"
675 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
676 "# ifdef GL_ARB_texture_gather\n"
677 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
679 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
681 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
682 "# if USESHADOWMAPPCF > 1\n"
683 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
684 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
685 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
686 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
687 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
688 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
689 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
690 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
691 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
692 " vec4 locols = vec4(group1.ab, group3.ab);\n"
693 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
694 " locols.yz += group2.ab;\n"
695 " hicols.yz += group8.rg;\n"
696 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
697 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
698 " mix(locols, hicols, offset.y);\n"
699 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
700 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
701 " f = dot(cols, vec4(1.0/25.0));\n"
703 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
704 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
705 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
706 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
707 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
708 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
709 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
712 "# ifdef GL_EXT_gpu_shader4\n"
713 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
715 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
717 "# if USESHADOWMAPPCF > 1\n"
718 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
719 " center *= ShadowMap_TextureScale;\n"
720 " 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"
721 " 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"
722 " 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"
723 " 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"
724 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
725 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
727 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
728 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
729 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
730 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
731 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
732 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
736 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
739 "# ifdef USESHADOWMAPORTHO\n"
740 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
746 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
747 "#endif // FRAGMENT_SHADER\n"
752 "#ifdef MODE_DEFERREDGEOMETRY\n"
753 "#ifdef VERTEX_SHADER\n"
754 "uniform highp mat4 TexMatrix;\n"
755 "#ifdef USEVERTEXTEXTUREBLEND\n"
756 "uniform highp mat4 BackgroundTexMatrix;\n"
758 "uniform highp mat4 ModelViewMatrix;\n"
761 " TexCoordSurfaceLightmap.xy = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
762 "#ifdef USEVERTEXTEXTUREBLEND\n"
763 " VertexColor = Attrib_Color;\n"
764 " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
767 " // transform unnormalized eye direction into tangent space\n"
768 "#ifdef USEOFFSETMAPPING\n"
769 " vec3 EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
770 " EyeVector.x = dot(EyeVectorModelSpace, Attrib_TexCoord1.xyz);\n"
771 " EyeVector.y = dot(EyeVectorModelSpace, Attrib_TexCoord2.xyz);\n"
772 " EyeVector.z = dot(EyeVectorModelSpace, Attrib_TexCoord3.xyz);\n"
775 " VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)).xyz;\n"
776 " VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)).xyz;\n"
777 " VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)).xyz;\n"
778 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
780 "#endif // VERTEX_SHADER\n"
782 "#ifdef FRAGMENT_SHADER\n"
785 "#ifdef USEOFFSETMAPPING\n"
786 " // apply offsetmapping\n"
787 " vec2 TexCoord = OffsetMapping(TexCoordSurfaceLightmap.xy);\n"
789 "# define TexCoord (TexCoordSurfaceLightmap.xy)\n"
792 "#ifdef USEALPHAKILL\n"
793 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
797 "#ifdef USEVERTEXTEXTUREBLEND\n"
798 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
799 " float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
800 " //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n"
801 " //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n"
804 "#ifdef USEVERTEXTEXTUREBLEND\n"
805 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
806 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
808 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
809 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
812 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
814 "#endif // FRAGMENT_SHADER\n"
815 "#else // !MODE_DEFERREDGEOMETRY\n"
820 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
821 "#ifdef VERTEX_SHADER\n"
822 "uniform highp mat4 ModelViewMatrix;\n"
825 " ModelViewPosition = ModelViewMatrix * Attrib_Position;\n"
826 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
828 "#endif // VERTEX_SHADER\n"
830 "#ifdef FRAGMENT_SHADER\n"
831 "uniform highp mat4 ViewToLight;\n"
832 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
833 "uniform highp vec2 ScreenToDepth;\n"
834 "uniform myhalf3 DeferredColor_Ambient;\n"
835 "uniform myhalf3 DeferredColor_Diffuse;\n"
836 "#ifdef USESPECULAR\n"
837 "uniform myhalf3 DeferredColor_Specular;\n"
838 "uniform myhalf SpecularPower;\n"
840 "uniform myhalf2 PixelToScreenTexCoord;\n"
843 " // calculate viewspace pixel position\n"
844 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
846 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
847 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
848 " // decode viewspace pixel normal\n"
849 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
850 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
851 " // surfacenormal = pixel normal in viewspace\n"
852 " // LightVector = pixel to light in viewspace\n"
853 " // CubeVector = position in lightspace\n"
854 " // eyevector = pixel to view in viewspace\n"
855 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
856 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
857 "#ifdef USEDIFFUSE\n"
858 " // calculate diffuse shading\n"
859 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
860 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
862 "#ifdef USESPECULAR\n"
863 " // calculate directional shading\n"
864 " vec3 eyevector = position * -1.0;\n"
865 "# ifdef USEEXACTSPECULARMATH\n"
866 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
868 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
869 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
873 "#if defined(USESHADOWMAP2D)\n"
874 " fade *= ShadowMapCompare(CubeVector);\n"
877 "#ifdef USEDIFFUSE\n"
878 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
880 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
882 "#ifdef USESPECULAR\n"
883 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
885 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
888 "# ifdef USECUBEFILTER\n"
889 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
890 " gl_FragData[0].rgb *= cubecolor;\n"
891 " gl_FragData[1].rgb *= cubecolor;\n"
894 "#endif // FRAGMENT_SHADER\n"
895 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
900 "#ifdef VERTEX_SHADER\n"
901 "uniform highp mat4 TexMatrix;\n"
902 "#ifdef USEVERTEXTEXTUREBLEND\n"
903 "uniform highp mat4 BackgroundTexMatrix;\n"
905 "#ifdef MODE_LIGHTSOURCE\n"
906 "uniform highp mat4 ModelToLight;\n"
908 "#ifdef USESHADOWMAPORTHO\n"
909 "uniform highp mat4 ShadowMapMatrix;\n"
911 "#ifdef USEBOUNCEGRID\n"
912 "uniform highp mat4 BounceGridMatrix;\n"
916 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
917 " VertexColor = Attrib_Color;\n"
919 " // copy the surface texcoord\n"
920 "#ifdef USELIGHTMAP\n"
921 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n"
923 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
925 "#ifdef USEVERTEXTEXTUREBLEND\n"
926 " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
929 "#ifdef USEBOUNCEGRID\n"
930 " BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n"
933 "#ifdef MODE_LIGHTSOURCE\n"
934 " // transform vertex position into light attenuation/cubemap space\n"
935 " // (-1 to +1 across the light box)\n"
936 " CubeVector = vec3(ModelToLight * Attrib_Position);\n"
938 "# ifdef USEDIFFUSE\n"
939 " // transform unnormalized light direction into tangent space\n"
940 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
941 " // normalize it per pixel)\n"
942 " vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n"
943 " LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n"
944 " LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n"
945 " LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n"
949 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
950 " LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n"
951 " LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n"
952 " LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n"
955 " // transform unnormalized eye direction into tangent space\n"
956 "#ifdef USEEYEVECTOR\n"
957 " vec3 EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
958 " EyeVector.x = dot(EyeVectorModelSpace, Attrib_TexCoord1.xyz);\n"
959 " EyeVector.y = dot(EyeVectorModelSpace, Attrib_TexCoord2.xyz);\n"
960 " EyeVector.z = dot(EyeVectorModelSpace, Attrib_TexCoord3.xyz);\n"
964 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - Attrib_Position.xyz;\n"
965 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, Attrib_Position);\n"
968 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
969 " VectorS = Attrib_TexCoord1.xyz;\n"
970 " VectorT = Attrib_TexCoord2.xyz;\n"
971 " VectorR = Attrib_TexCoord3.xyz;\n"
974 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
975 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
977 "#ifdef USESHADOWMAPORTHO\n"
978 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
981 "#ifdef USEREFLECTION\n"
982 " ModelViewProjectionPosition = gl_Position;\n"
985 "#endif // VERTEX_SHADER\n"
990 "#ifdef FRAGMENT_SHADER\n"
991 "#ifdef USEDEFERREDLIGHTMAP\n"
992 "uniform myhalf2 PixelToScreenTexCoord;\n"
993 "uniform myhalf3 DeferredMod_Diffuse;\n"
994 "uniform myhalf3 DeferredMod_Specular;\n"
996 "uniform myhalf3 Color_Ambient;\n"
997 "uniform myhalf3 Color_Diffuse;\n"
998 "uniform myhalf3 Color_Specular;\n"
999 "uniform myhalf SpecularPower;\n"
1001 "uniform myhalf3 Color_Glow;\n"
1003 "uniform myhalf Alpha;\n"
1004 "#ifdef USEREFLECTION\n"
1005 "uniform mediump vec4 DistortScaleRefractReflect;\n"
1006 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
1007 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
1008 "uniform lowp vec4 ReflectColor;\n"
1010 "#ifdef USEREFLECTCUBE\n"
1011 "uniform highp mat4 ModelToReflectCube;\n"
1012 "uniform sampler2D Texture_ReflectMask;\n"
1013 "uniform samplerCube Texture_ReflectCube;\n"
1015 "#ifdef MODE_LIGHTDIRECTION\n"
1016 "uniform myhalf3 LightColor;\n"
1018 "#ifdef MODE_LIGHTSOURCE\n"
1019 "uniform myhalf3 LightColor;\n"
1021 "#ifdef USEBOUNCEGRID\n"
1022 "uniform sampler3D Texture_BounceGrid;\n"
1023 "uniform float BounceGridIntensity;\n"
1027 "#ifdef USEOFFSETMAPPING\n"
1028 " // apply offsetmapping\n"
1029 " vec2 TexCoord = OffsetMapping(TexCoordSurfaceLightmap.xy);\n"
1031 "# define TexCoord (TexCoordSurfaceLightmap.xy)\n"
1034 " // combine the diffuse textures (base, pants, shirt)\n"
1035 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1036 "#ifdef USEALPHAKILL\n"
1037 " if (color.a < 0.5)\n"
1040 " color.a *= Alpha;\n"
1041 "#ifdef USECOLORMAPPING\n"
1042 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1044 "#ifdef USEVERTEXTEXTUREBLEND\n"
1045 " myhalf terrainblend = clamp(myhalf(VertexColor.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1046 " //myhalf terrainblend = min(myhalf(VertexColor.a) * color.a * 2.0, myhalf(1.0));\n"
1047 " //myhalf terrainblend = myhalf(VertexColor.a) * color.a > 0.5;\n"
1048 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1050 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1053 " // get the surface normal\n"
1054 "#ifdef USEVERTEXTEXTUREBLEND\n"
1055 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1057 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1060 " // get the material colors\n"
1061 " myhalf3 diffusetex = color.rgb;\n"
1062 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1063 "# ifdef USEVERTEXTEXTUREBLEND\n"
1064 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1066 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1070 "#ifdef USEREFLECTCUBE\n"
1071 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1072 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1073 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1074 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1080 "#ifdef MODE_LIGHTSOURCE\n"
1081 " // light source\n"
1082 "#ifdef USEDIFFUSE\n"
1083 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1084 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1085 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1086 "#ifdef USESPECULAR\n"
1087 "#ifdef USEEXACTSPECULARMATH\n"
1088 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1090 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1091 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1093 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1096 " color.rgb = diffusetex * Color_Ambient;\n"
1098 " color.rgb *= LightColor;\n"
1099 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1100 "#if defined(USESHADOWMAP2D)\n"
1101 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1103 "# ifdef USECUBEFILTER\n"
1104 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1106 "#endif // MODE_LIGHTSOURCE\n"
1111 "#ifdef MODE_LIGHTDIRECTION\n"
1113 "#ifdef USEDIFFUSE\n"
1114 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1116 "#define lightcolor LightColor\n"
1117 "#endif // MODE_LIGHTDIRECTION\n"
1118 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1120 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1121 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1122 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1123 " // convert modelspace light vector to tangentspace\n"
1124 " myhalf3 lightnormal;\n"
1125 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1126 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1127 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1128 " lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
1129 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1130 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1131 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1132 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1133 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1134 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1135 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1136 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1137 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1138 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1139 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1140 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1142 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1143 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1144 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1150 "#ifdef MODE_FAKELIGHT\n"
1152 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1153 "myhalf3 lightcolor = myhalf3(1.0);\n"
1154 "#endif // MODE_FAKELIGHT\n"
1159 "#ifdef MODE_LIGHTMAP\n"
1160 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n"
1161 "#endif // MODE_LIGHTMAP\n"
1162 "#ifdef MODE_VERTEXCOLOR\n"
1163 " color.rgb = diffusetex * (Color_Ambient + myhalf3(VertexColor.rgb) * Color_Diffuse);\n"
1164 "#endif // MODE_VERTEXCOLOR\n"
1165 "#ifdef MODE_FLATCOLOR\n"
1166 " color.rgb = diffusetex * Color_Ambient;\n"
1167 "#endif // MODE_FLATCOLOR\n"
1173 "# ifdef USEDIFFUSE\n"
1174 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1175 "# ifdef USESPECULAR\n"
1176 "# ifdef USEEXACTSPECULARMATH\n"
1177 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1179 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1180 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1182 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1184 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1187 " color.rgb = diffusetex * Color_Ambient;\n"
1191 "#ifdef USESHADOWMAPORTHO\n"
1192 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1195 "#ifdef USEDEFERREDLIGHTMAP\n"
1196 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1197 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1198 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1201 "#ifdef USEBOUNCEGRID\n"
1202 " color.rgb += diffusetex * myhalf3(texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n"
1206 "#ifdef USEVERTEXTEXTUREBLEND\n"
1207 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1209 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1214 " color.rgb = FogVertex(color);\n"
1217 " // 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"
1218 "#ifdef USEREFLECTION\n"
1219 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1220 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1221 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1222 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1223 " // FIXME temporary hack to detect the case that the reflection\n"
1224 " // gets blackened at edges due to leaving the area that contains actual\n"
1226 " // Remove this 'ack once we have a better way to stop this thing from\n"
1228 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1229 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1230 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1231 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1232 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1233 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1236 " gl_FragColor = vec4(color);\n"
1238 "#endif // FRAGMENT_SHADER\n"
1240 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1241 "#endif // !MODE_DEFERREDGEOMETRY\n"
1242 "#endif // !MODE_WATER\n"
1243 "#endif // !MODE_REFRACTION\n"
1244 "#endif // !MODE_BLOOMBLUR\n"
1245 "#endif // !MODE_GENERIC\n"
1246 "#endif // !MODE_POSTPROCESS\n"
1247 "#endif // !MODE_SHOWDEPTH\n"
1248 "#endif // !MODE_DEPTH_OR_SHADOW\n"