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 "#ifdef USECELSHADING\n"
6 "# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));\n"
7 "# ifdef USEEXACTSPECULARMATH\n"
8 "# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);\n"
10 "# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);\n"
13 "# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
14 "# ifdef USEEXACTSPECULARMATH\n"
15 "# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);\n"
17 "# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);\n"
22 "precision highp float;\n"
23 "# ifdef VERTEX_SHADER\n"
24 "# define dp_varying out\n"
25 "# define dp_attribute in\n"
27 "# ifdef FRAGMENT_SHADER\n"
28 "out vec4 dp_FragColor;\n"
29 "# define dp_varying in\n"
30 "# define dp_attribute in\n"
32 "# define dp_offsetmapping_dFdx dFdx\n"
33 "# define dp_offsetmapping_dFdy dFdy\n"
34 "# define dp_textureGrad textureGrad\n"
35 "# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))\n"
36 "# define dp_texture2D texture\n"
37 "# define dp_texture3D texture\n"
38 "# define dp_textureCube texture\n"
39 "# define dp_shadow2D(a,b) float(texture(a,b))\n"
41 "# ifdef FRAGMENT_SHADER\n"
42 "# define dp_FragColor gl_FragColor\n"
44 "# define dp_varying varying\n"
45 "# define dp_attribute attribute\n"
46 "# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)\n"
47 "# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)\n"
48 "# define dp_textureGrad(a,b,c,d) texture2D(a,b)\n"
49 "# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))\n"
50 "# define dp_texture2D texture2D\n"
51 "# define dp_texture3D texture3D\n"
52 "# define dp_textureCube textureCube\n"
53 "# define dp_shadow2D(a,b) float(shadow2D(a,b))\n"
56 "// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n"
57 "// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n"
64 "#ifdef USEDEPTHRGB\n"
65 " // for 565 RGB we'd need to use different multipliers\n"
66 "#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))\n"
67 "#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))\n"
70 "#ifdef VERTEX_SHADER\n"
71 "dp_attribute vec4 Attrib_Position; // vertex\n"
72 "dp_attribute vec4 Attrib_Color; // color\n"
73 "dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n"
74 "dp_attribute vec3 Attrib_TexCoord1; // svector\n"
75 "dp_attribute vec3 Attrib_TexCoord2; // tvector\n"
76 "dp_attribute vec3 Attrib_TexCoord3; // normal\n"
77 "dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n"
78 "#ifdef USESKELETAL\n"
79 "//uniform mat4 Skeletal_Transform[128];\n"
80 "uniform vec4 Skeletal_Transform12[768];\n"
81 "dp_attribute vec4 Attrib_SkeletalIndex;\n"
82 "dp_attribute vec4 Attrib_SkeletalWeight;\n"
85 "dp_varying mediump vec4 VertexColor;\n"
87 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
90 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n"
91 "# define USELIGHTMAP\n"
93 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n"
94 "# define USEEYEVECTOR\n"
97 "#ifdef USESHADOWMAP2D\n"
98 "# ifdef GL_EXT_gpu_shader4\n"
99 "# extension GL_EXT_gpu_shader4 : enable\n"
101 "# ifdef GL_ARB_texture_gather\n"
102 "# extension GL_ARB_texture_gather : enable\n"
104 "# ifdef GL_AMD_texture_texture4\n"
105 "# extension GL_AMD_texture_texture4 : enable\n"
110 "//#ifdef USESHADOWSAMPLER\n"
111 "//# extension GL_ARB_shadow : enable\n"
114 "//#ifdef __GLSL_CG_DATA_TYPES\n"
115 "//# define myhalf half\n"
116 "//# define myhalf2 half2\n"
117 "//# define myhalf3 half3\n"
118 "//# define myhalf4 half4\n"
119 "//# define cast_myhalf half\n"
120 "//# define cast_myhalf2 half2\n"
121 "//# define cast_myhalf3 half3\n"
122 "//# define cast_myhalf4 half4\n"
124 "# define myhalf mediump float\n"
125 "# define myhalf2 mediump vec2\n"
126 "# define myhalf3 mediump vec3\n"
127 "# define myhalf4 mediump vec4\n"
128 "# define cast_myhalf float\n"
129 "# define cast_myhalf2 vec2\n"
130 "# define cast_myhalf3 vec3\n"
131 "# define cast_myhalf4 vec4\n"
134 "#ifdef VERTEX_SHADER\n"
135 "uniform highp mat4 ModelViewProjectionMatrix;\n"
138 "#ifdef VERTEX_SHADER\n"
140 "// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n"
142 "uniform highp float ClientTime;\n"
143 "vec4 TrippyVertex(vec4 position)\n"
145 " float worldTime = ClientTime;\n"
146 " // tweaked for Quake\n"
147 " worldTime *= 10.0;\n"
148 " position *= 0.125;\n"
149 " //~tweaked for Quake\n"
150 " float distanceSquared = (position.x * position.x + position.z * position.z);\n"
151 " position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n"
152 " float y = position.y;\n"
153 " float x = position.x;\n"
154 " float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n"
155 " position.y = x*sin(om)+y*cos(om);\n"
156 " position.x = x*cos(om)-y*sin(om);\n"
157 " return position;\n"
162 "#ifdef MODE_DEPTH_OR_SHADOW\n"
163 "dp_varying highp float Depth;\n"
164 "#ifdef VERTEX_SHADER\n"
167 "#ifdef USESKELETAL\n"
168 " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
169 " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
170 " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
171 " vec4 sw = Attrib_SkeletalWeight;\n"
172 " vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
173 " vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
174 " vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
175 " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
176 " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
177 "#define Attrib_Position SkeletalVertex\n"
179 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
181 " gl_Position = TrippyVertex(gl_Position);\n"
183 " Depth = gl_Position.z;\n"
187 "#ifdef FRAGMENT_SHADER\n"
190 "#ifdef USEDEPTHRGB\n"
191 " dp_FragColor = encodedepthmacro(Depth);\n"
193 " dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n"
197 "#else // !MODE_DEPTH_ORSHADOW\n"
202 "#ifdef MODE_SHOWDEPTH\n"
203 "#ifdef VERTEX_SHADER\n"
206 "#ifdef USESKELETAL\n"
207 " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
208 " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
209 " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
210 " vec4 sw = Attrib_SkeletalWeight;\n"
211 " vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
212 " vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
213 " vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
214 " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
215 " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
216 "#define Attrib_Position SkeletalVertex\n"
218 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
219 " VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
221 " gl_Position = TrippyVertex(gl_Position);\n"
226 "#ifdef FRAGMENT_SHADER\n"
229 " dp_FragColor = VertexColor;\n"
232 "#else // !MODE_SHOWDEPTH\n"
237 "#ifdef MODE_POSTPROCESS\n"
238 "dp_varying mediump vec2 TexCoord1;\n"
239 "dp_varying mediump vec2 TexCoord2;\n"
241 "#ifdef VERTEX_SHADER\n"
244 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
245 " TexCoord1 = Attrib_TexCoord0.xy;\n"
247 " TexCoord2 = Attrib_TexCoord4.xy;\n"
252 "#ifdef FRAGMENT_SHADER\n"
253 "uniform sampler2D Texture_First;\n"
255 "uniform sampler2D Texture_Second;\n"
256 "uniform mediump vec4 BloomColorSubtract;\n"
258 "#ifdef USEGAMMARAMPS\n"
259 "uniform sampler2D Texture_GammaRamps;\n"
261 "#ifdef USESATURATION\n"
262 "uniform mediump float Saturation;\n"
264 "#ifdef USEVIEWTINT\n"
265 "uniform mediump vec4 ViewTintColor;\n"
267 "//uncomment these if you want to use them:\n"
268 "uniform mediump vec4 UserVec1;\n"
269 "uniform mediump vec4 UserVec2;\n"
270 "// uniform mediump vec4 UserVec3;\n"
271 "// uniform mediump vec4 UserVec4;\n"
272 "// uniform highp float ClientTime;\n"
273 "uniform mediump vec2 PixelSize;\n"
276 " dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n"
278 " dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
280 "#ifdef USEVIEWTINT\n"
281 " dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n"
284 "#ifdef USEPOSTPROCESSING\n"
285 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
286 "// 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"
287 " float sobel = 1.0;\n"
288 " // vec2 ts = textureSize(Texture_First, 0);\n"
289 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
290 " vec2 px = PixelSize;\n"
291 " vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
292 " vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
293 " vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
294 " vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
295 " vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
296 " vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
297 " vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
298 " vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
299 " vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
300 " vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
301 " vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
302 " vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
303 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
304 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
305 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
306 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
307 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
308 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
309 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
310 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
311 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
312 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
313 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
314 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
315 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
316 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
317 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
318 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
319 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
320 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
321 " dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
322 " dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
325 "#ifdef USESATURATION\n"
326 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
327 " float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
328 " // 'vampire sight' effect, wheres red is compensated\n"
329 " #ifdef SATURATION_REDCOMPENSATE\n"
330 " float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n"
331 " dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
332 " dp_FragColor.r += rboost;\n"
334 " // normal desaturation\n"
335 " //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n"
336 " dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
340 "#ifdef USEGAMMARAMPS\n"
341 " dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
342 " dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
343 " dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
347 "#else // !MODE_POSTPROCESS\n"
352 "#ifdef MODE_GENERIC\n"
353 "#ifdef USEDIFFUSE\n"
354 "dp_varying mediump vec2 TexCoord1;\n"
356 "#ifdef USESPECULAR\n"
357 "dp_varying mediump vec2 TexCoord2;\n"
359 "uniform myhalf Alpha;\n"
360 "#ifdef VERTEX_SHADER\n"
363 "#ifdef USESKELETAL\n"
364 " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
365 " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
366 " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
367 " vec4 sw = Attrib_SkeletalWeight;\n"
368 " vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
369 " vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
370 " vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
371 " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
372 " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
373 "#define Attrib_Position SkeletalVertex\n"
375 " VertexColor = Attrib_Color;\n"
376 "#ifdef USEDIFFUSE\n"
377 " TexCoord1 = Attrib_TexCoord0.xy;\n"
379 "#ifdef USESPECULAR\n"
380 " TexCoord2 = Attrib_TexCoord1.xy;\n"
382 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
384 " gl_Position = TrippyVertex(gl_Position);\n"
389 "#ifdef FRAGMENT_SHADER\n"
390 "#ifdef USEDIFFUSE\n"
391 "uniform sampler2D Texture_First;\n"
393 "#ifdef USESPECULAR\n"
394 "uniform sampler2D Texture_Second;\n"
396 "#ifdef USEGAMMARAMPS\n"
397 "uniform sampler2D Texture_GammaRamps;\n"
402 "#ifdef USEVIEWTINT\n"
403 " dp_FragColor = VertexColor;\n"
405 " dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
407 "#ifdef USEDIFFUSE\n"
408 "# ifdef USEREFLECTCUBE\n"
409 " // suppress texture alpha\n"
410 " dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;\n"
412 " dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n"
416 "#ifdef USESPECULAR\n"
417 " vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n"
418 "# ifdef USECOLORMAPPING\n"
419 " dp_FragColor *= tex2;\n"
422 " dp_FragColor += tex2;\n"
424 "# ifdef USEVERTEXTEXTUREBLEND\n"
425 " dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n"
428 "#ifdef USEGAMMARAMPS\n"
429 " dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
430 " dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
431 " dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
433 "#ifdef USEALPHAKILL\n"
434 " dp_FragColor.a *= Alpha;\n"
438 "#else // !MODE_GENERIC\n"
443 "#ifdef MODE_BLOOMBLUR\n"
444 "dp_varying mediump vec2 TexCoord;\n"
445 "#ifdef VERTEX_SHADER\n"
448 " VertexColor = Attrib_Color;\n"
449 " TexCoord = Attrib_TexCoord0.xy;\n"
450 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
454 "#ifdef FRAGMENT_SHADER\n"
455 "uniform sampler2D Texture_First;\n"
456 "uniform mediump vec4 BloomBlur_Parameters;\n"
461 " vec2 tc = TexCoord;\n"
462 " vec3 color = dp_texture2D(Texture_First, tc).rgb;\n"
463 " tc += BloomBlur_Parameters.xy;\n"
464 " for (i = 1;i < SAMPLES;i++)\n"
466 " color += dp_texture2D(Texture_First, tc).rgb;\n"
467 " tc += BloomBlur_Parameters.xy;\n"
469 " dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
472 "#else // !MODE_BLOOMBLUR\n"
473 "#ifdef MODE_REFRACTION\n"
474 "dp_varying mediump vec2 TexCoord;\n"
475 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
476 "uniform highp mat4 TexMatrix;\n"
477 "#ifdef VERTEX_SHADER\n"
481 "#ifdef USESKELETAL\n"
482 " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
483 " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
484 " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
485 " vec4 sw = Attrib_SkeletalWeight;\n"
486 " vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
487 " vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
488 " vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
489 " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
490 " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
491 "#define Attrib_Position SkeletalVertex\n"
493 "#ifdef USEALPHAGENVERTEX\n"
494 " VertexColor = Attrib_Color;\n"
496 " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
497 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
498 " ModelViewProjectionPosition = gl_Position;\n"
500 " gl_Position = TrippyVertex(gl_Position);\n"
505 "#ifdef FRAGMENT_SHADER\n"
506 "uniform sampler2D Texture_Normal;\n"
507 "uniform sampler2D Texture_Refraction;\n"
509 "uniform mediump vec4 DistortScaleRefractReflect;\n"
510 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
511 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
512 "uniform mediump vec4 RefractColor;\n"
513 "uniform mediump vec4 ReflectColor;\n"
514 "uniform highp float ClientTime;\n"
515 "#ifdef USENORMALMAPSCROLLBLEND\n"
516 "uniform highp vec2 NormalmapScrollBlend;\n"
521 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
522 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
523 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
524 "#ifdef USEALPHAGENVERTEX\n"
525 " vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;\n"
526 " vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n"
528 " vec2 distort = DistortScaleRefractReflect.xy;\n"
529 " vec4 refractcolor = RefractColor;\n"
531 " #ifdef USENORMALMAPSCROLLBLEND\n"
532 " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
533 " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
534 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;\n"
536 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;\n"
538 " // FIXME temporary hack to detect the case that the reflection\n"
539 " // gets blackened at edges due to leaving the area that contains actual\n"
541 " // Remove this 'ack once we have a better way to stop this thing from\n"
543 " float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
544 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
545 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
546 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
547 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
548 " dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;\n"
551 "#else // !MODE_REFRACTION\n"
556 "#ifdef MODE_WATER\n"
557 "dp_varying mediump vec2 TexCoord;\n"
558 "dp_varying highp vec3 EyeVector;\n"
559 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
560 "#ifdef VERTEX_SHADER\n"
561 "uniform highp vec3 EyePosition;\n"
562 "uniform highp mat4 TexMatrix;\n"
566 "#ifdef USESKELETAL\n"
567 " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
568 " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
569 " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
570 " vec4 sw = Attrib_SkeletalWeight;\n"
571 " vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
572 " vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
573 " vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
574 " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
575 " mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz));\n"
576 " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
577 " vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n"
578 " vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n"
579 " vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n"
580 "#define Attrib_Position SkeletalVertex\n"
581 "#define Attrib_TexCoord1 SkeletalSVector\n"
582 "#define Attrib_TexCoord2 SkeletalTVector\n"
583 "#define Attrib_TexCoord3 SkeletalNormal\n"
585 "#ifdef USEALPHAGENVERTEX\n"
586 " VertexColor = Attrib_Color;\n"
588 " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
589 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
590 " EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
591 " EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
592 " EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
593 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
594 " ModelViewProjectionPosition = gl_Position;\n"
596 " gl_Position = TrippyVertex(gl_Position);\n"
601 "#ifdef FRAGMENT_SHADER\n"
602 "uniform sampler2D Texture_Normal;\n"
603 "uniform sampler2D Texture_Refraction;\n"
604 "uniform sampler2D Texture_Reflection;\n"
606 "uniform mediump vec4 DistortScaleRefractReflect;\n"
607 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
608 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
609 "uniform mediump vec4 RefractColor;\n"
610 "uniform mediump vec4 ReflectColor;\n"
611 "uniform mediump float ReflectFactor;\n"
612 "uniform mediump float ReflectOffset;\n"
613 "uniform highp float ClientTime;\n"
614 "#ifdef USENORMALMAPSCROLLBLEND\n"
615 "uniform highp vec2 NormalmapScrollBlend;\n"
620 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
621 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
622 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
623 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
624 " // slight water animation via 2 layer scrolling (todo: tweak)\n"
625 "#ifdef USEALPHAGENVERTEX\n"
626 " vec4 distort = DistortScaleRefractReflect * VertexColor.a;\n"
627 " float reflectoffset = ReflectOffset * VertexColor.a;\n"
628 " float reflectfactor = ReflectFactor * VertexColor.a;\n"
629 " vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n"
631 " vec4 distort = DistortScaleRefractReflect;\n"
632 " float reflectoffset = ReflectOffset;\n"
633 " float reflectfactor = ReflectFactor;\n"
634 " vec4 refractcolor = RefractColor;\n"
636 " #ifdef USENORMALMAPSCROLLBLEND\n"
637 " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
638 " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
639 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;\n"
641 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;\n"
643 " // FIXME temporary hack to detect the case that the reflection\n"
644 " // gets blackened at edges due to leaving the area that contains actual\n"
646 " // Remove this 'ack once we have a better way to stop this thing from\n"
648 " float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
649 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
650 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
651 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
652 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
653 " f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
654 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
655 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
656 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
657 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
658 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;\n"
659 " dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
662 "#else // !MODE_WATER\n"
667 "// common definitions between vertex shader and fragment shader:\n"
669 "dp_varying mediump vec4 TexCoordSurfaceLightmap;\n"
670 "#ifdef USEVERTEXTEXTUREBLEND\n"
671 "dp_varying mediump vec2 TexCoord2;\n"
674 "#ifdef MODE_LIGHTSOURCE\n"
675 "dp_varying mediump vec3 CubeVector;\n"
678 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
679 "dp_varying mediump vec3 LightVector;\n"
682 "#ifdef USEEYEVECTOR\n"
683 "dp_varying highp vec4 EyeVectorFogDepth;\n"
686 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
687 "dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
688 "dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
689 "dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n"
692 "dp_varying highp vec3 EyeVectorModelSpace;\n"
696 "#ifdef USEREFLECTION\n"
697 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
699 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
700 "uniform highp vec3 LightPosition;\n"
701 "dp_varying highp vec4 ModelViewPosition;\n"
704 "#ifdef MODE_LIGHTSOURCE\n"
705 "uniform highp vec3 LightPosition;\n"
707 "uniform highp vec3 EyePosition;\n"
708 "#ifdef MODE_LIGHTDIRECTION\n"
709 "uniform highp vec3 LightDir;\n"
711 "uniform highp vec4 FogPlane;\n"
713 "#ifdef USESHADOWMAPORTHO\n"
714 "dp_varying highp vec3 ShadowMapTC;\n"
717 "#ifdef USEBOUNCEGRID\n"
718 "dp_varying highp vec3 BounceGridTexCoord;\n"
721 "#ifdef MODE_DEFERREDGEOMETRY\n"
722 "dp_varying highp float Depth;\n"
730 "// 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"
732 "// fragment shader specific:\n"
733 "#ifdef FRAGMENT_SHADER\n"
735 "uniform sampler2D Texture_Normal;\n"
736 "uniform sampler2D Texture_Color;\n"
737 "uniform sampler2D Texture_Gloss;\n"
739 "uniform sampler2D Texture_Glow;\n"
741 "#ifdef USEVERTEXTEXTUREBLEND\n"
742 "uniform sampler2D Texture_SecondaryNormal;\n"
743 "uniform sampler2D Texture_SecondaryColor;\n"
744 "uniform sampler2D Texture_SecondaryGloss;\n"
746 "uniform sampler2D Texture_SecondaryGlow;\n"
749 "#ifdef USECOLORMAPPING\n"
750 "uniform sampler2D Texture_Pants;\n"
751 "uniform sampler2D Texture_Shirt;\n"
754 "#ifdef USEFOGHEIGHTTEXTURE\n"
755 "uniform sampler2D Texture_FogHeightTexture;\n"
757 "uniform sampler2D Texture_FogMask;\n"
759 "#ifdef USELIGHTMAP\n"
760 "uniform sampler2D Texture_Lightmap;\n"
762 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
763 "uniform sampler2D Texture_Deluxemap;\n"
765 "#ifdef USEREFLECTION\n"
766 "uniform sampler2D Texture_Reflection;\n"
769 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
770 "uniform sampler2D Texture_ScreenNormalMap;\n"
772 "#ifdef USEDEFERREDLIGHTMAP\n"
773 "#ifdef USECELOUTLINES\n"
774 "uniform sampler2D Texture_ScreenNormalMap;\n"
776 "uniform sampler2D Texture_ScreenDiffuse;\n"
777 "uniform sampler2D Texture_ScreenSpecular;\n"
780 "uniform mediump vec3 Color_Pants;\n"
781 "uniform mediump vec3 Color_Shirt;\n"
782 "uniform mediump vec3 FogColor;\n"
785 "uniform highp float FogRangeRecip;\n"
786 "uniform highp float FogPlaneViewDist;\n"
787 "uniform highp float FogHeightFade;\n"
788 "vec3 FogVertex(vec4 surfacecolor)\n"
790 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
791 " vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n"
793 " float FogPlaneVertexDist = EyeVectorFogDepth.w;\n"
795 " vec3 fc = FogColor;\n"
796 "#ifdef USEFOGALPHAHACK\n"
797 " fc *= surfacecolor.a;\n"
799 "#ifdef USEFOGHEIGHTTEXTURE\n"
800 " vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
801 " fogfrac = fogheightpixel.a;\n"
802 " return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
804 "# ifdef USEFOGOUTSIDE\n"
805 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
807 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
809 " return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
814 "#ifdef USEOFFSETMAPPING\n"
815 "uniform mediump vec4 OffsetMapping_ScaleSteps;\n"
816 "uniform mediump float OffsetMapping_Bias;\n"
817 "#ifdef USEOFFSETMAPPING_LOD\n"
818 "uniform mediump float OffsetMapping_LodDistance;\n"
820 "vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
823 " // distance-based LOD\n"
824 "#ifdef USEOFFSETMAPPING_LOD\n"
825 " //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
826 " //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n"
827 " mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
828 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
829 " // stupid workaround because 1-step and 2-step reliefmapping is void\n"
830 " mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n"
832 " mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n"
834 " mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n"
835 " mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n"
837 " #define ScaleSteps OffsetMapping_ScaleSteps\n"
839 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
841 " // 14 sample relief mapping: linear search and then binary search\n"
842 " // this basically steps forward a small amount repeatedly until it finds\n"
843 " // itself inside solid, then jitters forward and back using decreasing\n"
844 " // amounts to find the impact\n"
845 " //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n"
846 " //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n"
847 " vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n"
848 " vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n"
849 " OffsetVector *= ScaleSteps.z;\n"
850 " for(i = 1.0; i < ScaleSteps.y; ++i)\n"
851 " RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
852 " for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n"
853 " RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n"
856 " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
857 " //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n"
858 " //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n"
859 " vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n"
860 " OffsetVector *= ScaleSteps.z;\n"
861 " for(i = 0.0; i < ScaleSteps.y; ++i)\n"
862 " TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
863 " return TexCoord;\n"
866 "#endif // USEOFFSETMAPPING\n"
868 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
869 "uniform sampler2D Texture_Attenuation;\n"
870 "uniform samplerCube Texture_Cube;\n"
873 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
875 "#ifdef USESHADOWMAP2D\n"
876 "# ifdef USESHADOWSAMPLER\n"
877 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
879 "uniform sampler2D Texture_ShadowMap2D;\n"
883 "#ifdef USESHADOWMAPVSDCT\n"
884 "uniform samplerCube Texture_CubeProjection;\n"
887 "#if defined(USESHADOWMAP2D)\n"
888 "uniform mediump vec2 ShadowMap_TextureScale;\n"
889 "uniform mediump vec4 ShadowMap_Parameters;\n"
892 "#if defined(USESHADOWMAP2D)\n"
893 "# ifdef USESHADOWMAPORTHO\n"
894 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
896 "# ifdef USESHADOWMAPVSDCT\n"
897 "vec3 GetShadowMapTC2D(vec3 dir)\n"
899 " vec3 adir = abs(dir);\n"
900 " float m = max(max(adir.x, adir.y), adir.z);\n"
901 " vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n"
902 "#ifdef USEDEPTHRGB\n"
903 " return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n"
905 " vec2 mparams = ShadowMap_Parameters.xy / m;\n"
906 " return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
910 "vec3 GetShadowMapTC2D(vec3 dir)\n"
912 " vec3 adir = abs(dir);\n"
913 " float m; vec4 proj;\n"
914 " if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
915 " if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }\n"
916 "#ifdef USEDEPTHRGB\n"
917 " return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n"
919 " vec2 mparams = ShadowMap_Parameters.xy / m;\n"
920 " return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
925 "#endif // defined(USESHADOWMAP2D)\n"
927 "# ifdef USESHADOWMAP2D\n"
928 "float ShadowMapCompare(vec3 dir)\n"
930 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
933 "# ifdef USEDEPTHRGB\n"
934 "# ifdef USESHADOWMAPPCF\n"
935 "# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale))\n"
936 "# if USESHADOWMAPPCF > 1\n"
937 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
938 " center *= ShadowMap_TextureScale;\n"
939 " 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"
940 " 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"
941 " 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"
942 " 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"
943 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
944 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
946 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
947 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
948 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
949 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
950 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
951 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
954 " f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale)));\n"
957 "# ifdef USESHADOWSAMPLER\n"
958 "# ifdef USESHADOWMAPPCF\n"
959 "# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) \n"
960 " vec2 offset = fract(shadowmaptc.xy - 0.5);\n"
961 " vec4 size = vec4(offset + 1.0, 2.0 - offset);\n"
962 "# if USESHADOWMAPPCF > 1\n"
963 " vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale;\n"
964 " vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n"
965 " f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +\n"
966 " (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +\n"
967 " (4.0/25.0)*texval(center);\n"
969 " vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n"
970 " f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));\n"
973 " f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n"
976 "# ifdef USESHADOWMAPPCF\n"
977 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
978 "# ifdef GL_ARB_texture_gather\n"
979 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
981 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
983 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
984 "# if USESHADOWMAPPCF > 1\n"
985 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
986 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
987 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
988 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
989 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
990 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
991 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
992 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
993 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
994 " vec4 locols = vec4(group1.ab, group3.ab);\n"
995 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
996 " locols.yz += group2.ab;\n"
997 " hicols.yz += group8.rg;\n"
998 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
999 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1000 " mix(locols, hicols, offset.y);\n"
1001 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1002 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1003 " f = dot(cols, vec4(1.0/25.0));\n"
1005 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1006 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1007 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1008 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1009 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1010 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1011 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1014 "# ifdef GL_EXT_gpu_shader4\n"
1015 "# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n"
1017 "# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1019 "# if USESHADOWMAPPCF > 1\n"
1020 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1021 " center *= ShadowMap_TextureScale;\n"
1022 " 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"
1023 " 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"
1024 " 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"
1025 " 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"
1026 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1027 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1029 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1030 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1031 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1032 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1033 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1034 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1038 " f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1042 "# ifdef USESHADOWMAPORTHO\n"
1043 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1049 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1050 "#endif // FRAGMENT_SHADER\n"
1055 "#ifdef MODE_DEFERREDGEOMETRY\n"
1056 "#ifdef VERTEX_SHADER\n"
1057 "uniform highp mat4 TexMatrix;\n"
1058 "#ifdef USEVERTEXTEXTUREBLEND\n"
1059 "uniform highp mat4 BackgroundTexMatrix;\n"
1061 "uniform highp mat4 ModelViewMatrix;\n"
1064 "#ifdef USESKELETAL\n"
1065 " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
1066 " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
1067 " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
1068 " vec4 sw = Attrib_SkeletalWeight;\n"
1069 " vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
1070 " vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
1071 " vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
1072 " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
1073 " mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz));\n"
1074 " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
1075 " vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n"
1076 " vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n"
1077 " vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n"
1078 "#define Attrib_Position SkeletalVertex\n"
1079 "#define Attrib_TexCoord1 SkeletalSVector\n"
1080 "#define Attrib_TexCoord2 SkeletalTVector\n"
1081 "#define Attrib_TexCoord3 SkeletalNormal\n"
1083 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
1084 "#ifdef USEVERTEXTEXTUREBLEND\n"
1085 " VertexColor = Attrib_Color;\n"
1086 " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
1089 " // transform unnormalized eye direction into tangent space\n"
1090 "#ifdef USEOFFSETMAPPING\n"
1091 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
1092 " EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
1093 " EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
1094 " EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
1095 " EyeVectorFogDepth.w = 0.0;\n"
1098 " VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n"
1099 " VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n"
1100 " VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n"
1101 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
1102 "#ifdef USETRIPPY\n"
1103 " gl_Position = TrippyVertex(gl_Position);\n"
1105 " Depth = (ModelViewMatrix * Attrib_Position).z;\n"
1107 "#endif // VERTEX_SHADER\n"
1109 "#ifdef FRAGMENT_SHADER\n"
1112 "#ifdef USEOFFSETMAPPING\n"
1113 " // apply offsetmapping\n"
1114 " vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
1115 " vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
1116 " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
1117 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
1119 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
1122 "#ifdef USEALPHAKILL\n"
1123 " if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n"
1127 "#ifdef USEVERTEXTEXTUREBLEND\n"
1128 " float alpha = offsetMappedTexture2D(Texture_Color).a;\n"
1129 " float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1130 " //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n"
1131 " //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n"
1134 "#ifdef USEVERTEXTEXTUREBLEND\n"
1135 " vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1136 " float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n"
1138 " vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n"
1139 " float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
1142 " vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n"
1143 " dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);\n"
1145 "#endif // FRAGMENT_SHADER\n"
1146 "#else // !MODE_DEFERREDGEOMETRY\n"
1151 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1152 "#ifdef VERTEX_SHADER\n"
1153 "uniform highp mat4 ModelViewMatrix;\n"
1156 " ModelViewPosition = ModelViewMatrix * Attrib_Position;\n"
1157 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
1159 "#endif // VERTEX_SHADER\n"
1161 "#ifdef FRAGMENT_SHADER\n"
1162 "uniform highp mat4 ViewToLight;\n"
1163 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1164 "uniform highp vec2 ScreenToDepth;\n"
1165 "uniform myhalf3 DeferredColor_Ambient;\n"
1166 "uniform myhalf3 DeferredColor_Diffuse;\n"
1167 "#ifdef USESPECULAR\n"
1168 "uniform myhalf3 DeferredColor_Specular;\n"
1169 "uniform myhalf SpecularPower;\n"
1171 "uniform myhalf2 PixelToScreenTexCoord;\n"
1174 " // calculate viewspace pixel position\n"
1175 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1177 " // get the geometry information (depth, normal, specular exponent)\n"
1178 " myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1179 " // decode viewspace pixel normal\n"
1180 "// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n"
1181 " myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n"
1182 " // decode viewspace pixel position\n"
1183 "// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n"
1184 " position.z = normalmap.b;\n"
1185 "// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1186 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1188 " // now do the actual shading\n"
1189 " // surfacenormal = pixel normal in viewspace\n"
1190 " // LightVector = pixel to light in viewspace\n"
1191 " // CubeVector = pixel in lightspace\n"
1192 " // eyenormal = pixel to view direction in viewspace\n"
1193 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1194 " myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1195 "#ifdef USEDIFFUSE\n"
1196 " // calculate diffuse shading\n"
1197 " myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));\n"
1200 "#ifdef USESPECULAR\n"
1201 " // calculate directional shading\n"
1202 " myhalf3 eyenormal = -normalize(cast_myhalf3(position));\n"
1203 "SHADESPECULAR(SpecularPower * normalmap.a)\n"
1206 "#if defined(USESHADOWMAP2D)\n"
1207 " fade *= ShadowMapCompare(CubeVector);\n"
1210 "#ifdef USESPECULAR\n"
1211 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1212 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1213 "# ifdef USECUBEFILTER\n"
1214 " vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
1215 " gl_FragData[0].rgb *= cubecolor;\n"
1216 " gl_FragData[1].rgb *= cubecolor;\n"
1219 "# ifdef USEDIFFUSE\n"
1220 " gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1222 " gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1224 "# ifdef USECUBEFILTER\n"
1225 " vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
1226 " gl_FragColor.rgb *= cubecolor;\n"
1230 "#endif // FRAGMENT_SHADER\n"
1231 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1236 "#ifdef VERTEX_SHADER\n"
1237 "uniform highp mat4 TexMatrix;\n"
1238 "#ifdef USEVERTEXTEXTUREBLEND\n"
1239 "uniform highp mat4 BackgroundTexMatrix;\n"
1241 "#ifdef MODE_LIGHTSOURCE\n"
1242 "uniform highp mat4 ModelToLight;\n"
1244 "#ifdef USESHADOWMAPORTHO\n"
1245 "uniform highp mat4 ShadowMapMatrix;\n"
1247 "#ifdef USEBOUNCEGRID\n"
1248 "uniform highp mat4 BounceGridMatrix;\n"
1252 "#ifdef USESKELETAL\n"
1253 " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
1254 " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
1255 " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
1256 " vec4 sw = Attrib_SkeletalWeight;\n"
1257 " vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
1258 " vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
1259 " vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
1260 " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
1261 "// ivec4 si = ivec4(Attrib_SkeletalIndex);\n"
1262 "// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;\n"
1263 " mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz));\n"
1264 " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
1265 " SkeletalVertex.w = 1.0;\n"
1266 " vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n"
1267 " vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n"
1268 " vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n"
1269 "#define Attrib_Position SkeletalVertex\n"
1270 "#define Attrib_TexCoord1 SkeletalSVector\n"
1271 "#define Attrib_TexCoord2 SkeletalTVector\n"
1272 "#define Attrib_TexCoord3 SkeletalNormal\n"
1275 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n"
1276 " VertexColor = Attrib_Color;\n"
1278 " // copy the surface texcoord\n"
1279 "#ifdef USELIGHTMAP\n"
1280 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n"
1282 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
1284 "#ifdef USEVERTEXTEXTUREBLEND\n"
1285 " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
1288 "#ifdef USEBOUNCEGRID\n"
1289 " BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n"
1290 "#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
1291 " BounceGridTexCoord.z *= 0.125;\n"
1295 "#ifdef MODE_LIGHTSOURCE\n"
1296 " // transform vertex position into light attenuation/cubemap space\n"
1297 " // (-1 to +1 across the light box)\n"
1298 " CubeVector = vec3(ModelToLight * Attrib_Position);\n"
1300 "# ifdef USEDIFFUSE\n"
1301 " // transform unnormalized light direction into tangent space\n"
1302 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1303 " // normalize it per pixel)\n"
1304 " vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n"
1305 " LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n"
1306 " LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n"
1307 " LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n"
1311 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1312 " LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n"
1313 " LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n"
1314 " LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n"
1317 " // transform unnormalized eye direction into tangent space\n"
1318 "#ifdef USEEYEVECTOR\n"
1319 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
1320 " EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
1321 " EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
1322 " EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
1324 " EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n"
1326 " EyeVectorFogDepth.w = 0.0;\n"
1331 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
1333 " VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n"
1334 " VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n"
1335 " VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n"
1337 " VectorS = vec4(Attrib_TexCoord1, 0);\n"
1338 " VectorT = vec4(Attrib_TexCoord2, 0);\n"
1339 " VectorR = vec4(Attrib_TexCoord3, 0);\n"
1343 " EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
1347 " // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n"
1348 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
1350 "#ifdef USESHADOWMAPORTHO\n"
1351 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1354 "#ifdef USEREFLECTION\n"
1355 " ModelViewProjectionPosition = gl_Position;\n"
1357 "#ifdef USETRIPPY\n"
1358 " gl_Position = TrippyVertex(gl_Position);\n"
1361 "#endif // VERTEX_SHADER\n"
1366 "#ifdef FRAGMENT_SHADER\n"
1367 "#ifdef USEDEFERREDLIGHTMAP\n"
1368 "uniform myhalf2 PixelToScreenTexCoord;\n"
1369 "uniform myhalf3 DeferredMod_Diffuse;\n"
1370 "uniform myhalf3 DeferredMod_Specular;\n"
1372 "uniform myhalf3 Color_Ambient;\n"
1373 "uniform myhalf3 Color_Diffuse;\n"
1374 "uniform myhalf3 Color_Specular;\n"
1375 "uniform myhalf SpecularPower;\n"
1377 "uniform myhalf3 Color_Glow;\n"
1379 "uniform myhalf Alpha;\n"
1380 "#ifdef USEREFLECTION\n"
1381 "uniform mediump vec4 DistortScaleRefractReflect;\n"
1382 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
1383 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
1384 "uniform mediump vec4 ReflectColor;\n"
1386 "#ifdef USEREFLECTCUBE\n"
1387 "uniform highp mat4 ModelToReflectCube;\n"
1388 "uniform sampler2D Texture_ReflectMask;\n"
1389 "uniform samplerCube Texture_ReflectCube;\n"
1391 "#ifdef MODE_LIGHTDIRECTION\n"
1392 "uniform myhalf3 LightColor;\n"
1394 "#ifdef MODE_LIGHTSOURCE\n"
1395 "uniform myhalf3 LightColor;\n"
1397 "#ifdef USEBOUNCEGRID\n"
1398 "uniform sampler3D Texture_BounceGrid;\n"
1399 "uniform float BounceGridIntensity;\n"
1400 "uniform highp mat4 BounceGridMatrix;\n"
1402 "uniform highp float ClientTime;\n"
1403 "#ifdef USENORMALMAPSCROLLBLEND\n"
1404 "uniform highp vec2 NormalmapScrollBlend;\n"
1408 "#ifdef USEOFFSETMAPPING\n"
1409 " // apply offsetmapping\n"
1410 " vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
1411 " vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
1412 " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
1413 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
1414 "# define TexCoord TexCoordOffset\n"
1416 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
1417 "# define TexCoord TexCoordSurfaceLightmap.xy\n"
1420 " // combine the diffuse textures (base, pants, shirt)\n"
1421 " myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));\n"
1422 "#ifdef USEALPHAKILL\n"
1423 " if (color.a < 0.5)\n"
1426 " color.a *= Alpha;\n"
1427 "#ifdef USECOLORMAPPING\n"
1428 " color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n"
1430 "#ifdef USEVERTEXTEXTUREBLEND\n"
1431 "#ifdef USEBOTHALPHAS\n"
1432 " myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n"
1433 " myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));\n"
1434 " color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n"
1436 " myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));\n"
1437 " //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));\n"
1438 " //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;\n"
1439 " color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1442 " //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1444 "#ifdef USEALPHAGENVERTEX\n"
1445 " color.a *= VertexColor.a;\n"
1448 " // get the surface normal\n"
1449 "#ifdef USEVERTEXTEXTUREBLEND\n"
1450 " myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));\n"
1452 " myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));\n"
1455 " // get the material colors\n"
1456 " myhalf3 diffusetex = color.rgb;\n"
1457 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1458 "# ifdef USEVERTEXTEXTUREBLEND\n"
1459 " myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n"
1461 " myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));\n"
1465 "#ifdef USEREFLECTCUBE\n"
1466 " vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n"
1467 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n"
1468 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1469 " diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1472 "#ifdef USESPECULAR\n"
1473 " myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));\n"
1479 "#ifdef MODE_LIGHTSOURCE\n"
1480 " // light source\n"
1481 "#ifdef USEDIFFUSE\n"
1482 " myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n"
1484 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1485 "#ifdef USESPECULAR\n"
1486 "SHADESPECULAR(SpecularPower * glosstex.a)\n"
1487 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1490 " color.rgb = diffusetex * Color_Ambient;\n"
1492 " color.rgb *= LightColor;\n"
1493 " color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1494 "#if defined(USESHADOWMAP2D)\n"
1495 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1497 "# ifdef USECUBEFILTER\n"
1498 " color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n"
1500 "#endif // MODE_LIGHTSOURCE\n"
1505 "#ifdef MODE_LIGHTDIRECTION\n"
1506 " #define SHADING\n"
1507 " #ifdef USEDIFFUSE\n"
1508 " myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n"
1510 " #define lightcolor LightColor\n"
1511 "#endif // MODE_LIGHTDIRECTION\n"
1512 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1513 " #define SHADING\n"
1514 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1515 " myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n"
1516 " myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1517 " // convert modelspace light vector to tangentspace\n"
1518 " myhalf3 lightnormal;\n"
1519 " lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n"
1520 " lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n"
1521 " lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));\n"
1522 " lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
1523 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1524 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1525 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1526 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1527 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1528 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1529 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1530 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1531 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1532 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1533 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1534 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1535 " #define SHADING\n"
1536 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1537 " myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n"
1538 " myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1540 "#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
1541 " #define SHADING\n"
1542 " // forced deluxemap on lightmapped/vertexlit surfaces\n"
1543 " myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);\n"
1544 " #ifdef USELIGHTMAP\n"
1545 " myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1547 " myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n"
1550 "#ifdef MODE_FAKELIGHT\n"
1551 " #define SHADING\n"
1552 " myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n"
1553 " myhalf3 lightcolor = cast_myhalf3(1.0);\n"
1554 "#endif // MODE_FAKELIGHT\n"
1559 "#ifdef MODE_LIGHTMAP\n"
1560 " color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n"
1561 "#endif // MODE_LIGHTMAP\n"
1562 "#ifdef MODE_VERTEXCOLOR\n"
1563 " color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);\n"
1564 "#endif // MODE_VERTEXCOLOR\n"
1565 "#ifdef MODE_FLATCOLOR\n"
1566 " color.rgb = diffusetex * Color_Ambient;\n"
1567 "#endif // MODE_FLATCOLOR\n"
1573 "# ifdef USEDIFFUSE\n"
1575 "# ifdef USESPECULAR\n"
1576 "SHADESPECULAR(SpecularPower * glosstex.a)\n"
1577 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1579 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1582 " color.rgb = diffusetex * Color_Ambient;\n"
1586 "#ifdef USESHADOWMAPORTHO\n"
1587 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1590 "#ifdef USEDEFERREDLIGHTMAP\n"
1591 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1592 " color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1593 " color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1594 "// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);\n"
1597 "#ifdef USEBOUNCEGRID\n"
1598 "#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
1599 "// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord ));\n"
1600 "// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);\n"
1601 " myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n"
1602 " myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n"
1603 " myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n"
1604 " myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n"
1605 " myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n"
1606 " myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n"
1607 " myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n"
1608 " myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n"
1609 " myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n"
1610 "// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);\n"
1611 " myhalf3 bouncegrid_light = cast_myhalf3(\n"
1612 " dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n"
1613 " dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n"
1614 " dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n"
1615 " color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n"
1616 "// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n"
1618 " color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n"
1623 "#ifdef USEVERTEXTEXTUREBLEND\n"
1624 " color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n"
1626 " color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n"
1630 "#ifdef USECELOUTLINES\n"
1631 "# ifdef USEDEFERREDLIGHTMAP\n"
1632 "// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1633 " vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);\n"
1634 " vec4 DepthNeighbors;\n"
1636 " // enable to test ink on white geometry\n"
1637 "// color.rgb = vec3(1.0, 1.0, 1.0);\n"
1639 " // note: this seems to be negative\n"
1640 " float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;\n"
1642 " // edge detect method\n"
1643 "// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;\n"
1644 "// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;\n"
1645 "// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;\n"
1646 "// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;\n"
1647 "// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));\n"
1648 "// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));\n"
1649 "// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));\n"
1650 "// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); \n"
1652 " // shadow method\n"
1653 " float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)\n"
1654 "// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)\n"
1655 "// float DepthScale1 = 0.003;\n"
1656 " float DepthScale2 = DepthScale1 / 2.0;\n"
1657 "// float DepthScale3 = DepthScale1 / 4.0;\n"
1658 " float DepthBias1 = -DepthCenter * DepthScale1;\n"
1659 " float DepthBias2 = -DepthCenter * DepthScale2;\n"
1660 "// float DepthBias3 = -DepthCenter * DepthScale3;\n"
1661 " float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1)\n"
1662 " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1)\n"
1663 " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)\n"
1664 " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1)\n"
1665 " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2)\n"
1666 " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2)\n"
1667 " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)\n"
1668 " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2)\n"
1669 "// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3)\n"
1670 "// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3)\n"
1671 "// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)\n"
1672 "// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3)\n"
1674 " color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));\n"
1675 "// color.r = DepthCenter / -1024.0;\n"
1680 " color.rgb = FogVertex(color);\n"
1683 " // 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"
1684 "#ifdef USEREFLECTION\n"
1685 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1686 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1687 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1688 " #ifdef USENORMALMAPSCROLLBLEND\n"
1689 "# ifdef USEOFFSETMAPPING\n"
1690 " vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
1692 " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
1694 " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
1695 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n"
1697 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1699 " // FIXME temporary hack to detect the case that the reflection\n"
1700 " // gets blackened at edges due to leaving the area that contains actual\n"
1702 " // Remove this 'ack once we have a better way to stop this thing from\n"
1704 " float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1705 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1706 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1707 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1708 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1709 " color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1712 " dp_FragColor = vec4(color);\n"
1714 "#endif // FRAGMENT_SHADER\n"
1716 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1717 "#endif // !MODE_DEFERREDGEOMETRY\n"
1718 "#endif // !MODE_WATER\n"
1719 "#endif // !MODE_REFRACTION\n"
1720 "#endif // !MODE_BLOOMBLUR\n"
1721 "#endif // !MODE_GENERIC\n"
1722 "#endif // !MODE_POSTPROCESS\n"
1723 "#endif // !MODE_SHOWDEPTH\n"
1724 "#endif // !MODE_DEPTH_OR_SHADOW\n"