1 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n",
2 "// written by Ashley Rose Hale (LadyHavoc)\n",
3 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n",
5 "#if defined(USESKELETAL) || defined(USEOCCLUDE)\n",
6 "# ifdef GL_ARB_uniform_buffer_object\n",
7 "# extension GL_ARB_uniform_buffer_object : enable\n",
11 "#ifdef USESHADOWMAP2D\n",
12 "# ifdef GL_EXT_gpu_shader4\n",
13 "# extension GL_EXT_gpu_shader4 : enable\n",
15 "# ifdef GL_ARB_texture_gather\n",
16 "# extension GL_ARB_texture_gather : enable\n",
18 "# ifdef GL_AMD_texture_texture4\n",
19 "# extension GL_AMD_texture_texture4 : enable\n",
24 "#ifdef USECELSHADING\n",
25 "# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));\n",
26 "# ifdef USEEXACTSPECULARMATH\n",
27 "# 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",
29 "# 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",
32 "# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n",
33 "# ifdef USEEXACTSPECULARMATH\n",
34 "# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);\n",
36 "# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);\n",
40 "#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)\n"
41 "invariant gl_Position; // fix for lighting polygons not matching base surface\n",
43 "#if defined(GLSL130) || defined(GLSL140)\n",
44 "precision highp float;\n",
45 "# ifdef VERTEX_SHADER\n",
46 "# define dp_varying out\n",
47 "# define dp_attribute in\n",
49 "# ifdef FRAGMENT_SHADER\n",
50 "out vec4 dp_FragColor;\n",
51 "# define dp_varying in\n",
52 "# define dp_attribute in\n",
54 "# define dp_offsetmapping_dFdx dFdx\n",
55 "# define dp_offsetmapping_dFdy dFdy\n",
56 "# define dp_textureGrad textureGrad\n",
57 "# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))\n",
58 "# define dp_texture2D texture\n",
59 "# define dp_texture3D texture\n",
60 "# define dp_textureCube texture\n",
61 "# define dp_shadow2D(a,b) float(texture(a,b))\n",
63 "# ifdef FRAGMENT_SHADER\n",
64 "# define dp_FragColor gl_FragColor\n",
66 "# define dp_varying varying\n",
67 "# define dp_attribute attribute\n",
68 "# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)\n",
69 "# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)\n",
70 "# define dp_textureGrad(a,b,c,d) texture2D(a,b)\n",
71 "# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))\n",
72 "# define dp_texture2D texture2D\n",
73 "# define dp_texture3D texture3D\n",
74 "# define dp_textureCube textureCube\n",
75 "# define dp_shadow2D(a,b) float(shadow2D(a,b))\n",
78 "// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n",
79 "// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n",
86 "#ifdef USEDEPTHRGB\n",
87 " // for 565 RGB we'd need to use different multipliers\n",
88 "#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))\n",
89 "#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",
92 "#ifdef VERTEX_SHADER\n",
93 "dp_attribute vec4 Attrib_Position; // vertex\n",
94 "dp_attribute vec4 Attrib_Color; // color\n",
95 "dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n",
96 "dp_attribute vec3 Attrib_TexCoord1; // svector\n",
97 "dp_attribute vec3 Attrib_TexCoord2; // tvector\n",
98 "dp_attribute vec3 Attrib_TexCoord3; // normal\n",
99 "dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n",
100 "#ifdef USESKELETAL\n",
101 "//uniform mat4 Skeletal_Transform[128];\n",
102 "// this is used with glBindBufferRange to bind a uniform block to the name\n",
103 "// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is\n",
104 "// directly accessible without a namespace.\n",
105 "// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax\n",
106 "uniform Skeletal_Transform12_UniformBlock\n",
108 " vec4 Skeletal_Transform12[768];\n",
110 "dp_attribute vec4 Attrib_SkeletalIndex;\n",
111 "dp_attribute vec4 Attrib_SkeletalWeight;\n",
114 "dp_varying mediump vec4 VertexColor;\n",
116 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n",
119 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n",
120 "# define USELIGHTMAP\n",
122 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(USEFOG)\n",
123 "# define USEEYEVECTOR\n",
126 "//#ifdef __GLSL_CG_DATA_TYPES\n",
127 "//# define myhalf half\n",
128 "//# define myhalf2 half2\n",
129 "//# define myhalf3 half3\n",
130 "//# define myhalf4 half4\n",
131 "//# define cast_myhalf half\n",
132 "//# define cast_myhalf2 half2\n",
133 "//# define cast_myhalf3 half3\n",
134 "//# define cast_myhalf4 half4\n",
136 "# define myhalf mediump float\n",
137 "# define myhalf2 mediump vec2\n",
138 "# define myhalf3 mediump vec3\n",
139 "# define myhalf4 mediump vec4\n",
140 "# define cast_myhalf float\n",
141 "# define cast_myhalf2 vec2\n",
142 "# define cast_myhalf3 vec3\n",
143 "# define cast_myhalf4 vec4\n",
146 "#ifdef VERTEX_SHADER\n",
147 "uniform highp mat4 ModelViewProjectionMatrix;\n",
150 "#ifdef VERTEX_SHADER\n",
151 "#ifdef USETRIPPY\n",
152 "// LadyHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n",
153 "// tweaked scale\n",
154 "uniform highp float ClientTime;\n",
155 "vec4 TrippyVertex(vec4 position)\n",
157 " float worldTime = ClientTime;\n",
158 " // tweaked for Quake\n",
159 " worldTime *= 10.0;\n",
160 " position *= 0.125;\n",
161 " //~tweaked for Quake\n",
162 " float distanceSquared = (position.x * position.x + position.z * position.z);\n",
163 " position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n",
164 " float y = position.y;\n",
165 " float x = position.x;\n",
166 " float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n",
167 " position.y = x*sin(om)+y*cos(om);\n",
168 " position.x = x*cos(om)-y*sin(om);\n",
169 " return position;\n",
174 "#ifdef MODE_DEPTH_OR_SHADOW\n",
175 "dp_varying highp float Depth;\n",
176 "#ifdef VERTEX_SHADER\n",
179 "#ifdef USESKELETAL\n",
180 " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
181 " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
182 " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
183 " vec4 sw = Attrib_SkeletalWeight;\n",
184 " 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",
185 " 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",
186 " 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",
187 " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
188 " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
189 "#define Attrib_Position SkeletalVertex\n",
191 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
192 "#ifdef USETRIPPY\n",
193 " gl_Position = TrippyVertex(gl_Position);\n",
195 " Depth = gl_Position.z;\n",
199 "#ifdef FRAGMENT_SHADER\n",
202 "#ifdef USEDEPTHRGB\n",
203 " dp_FragColor = encodedepthmacro(Depth);\n",
205 " dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n",
209 "#else // !MODE_DEPTH_ORSHADOW\n",
214 "#ifdef MODE_POSTPROCESS\n",
215 "dp_varying mediump vec2 TexCoord1;\n",
216 "dp_varying mediump vec2 TexCoord2;\n",
218 "#ifdef VERTEX_SHADER\n",
221 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
222 " TexCoord1 = Attrib_TexCoord0.xy;\n",
224 " TexCoord2 = Attrib_TexCoord4.xy;\n",
229 "#ifdef FRAGMENT_SHADER\n",
230 "uniform sampler2D Texture_First;\n",
232 "uniform sampler2D Texture_Second;\n",
233 "uniform mediump vec4 BloomColorSubtract;\n",
235 "#ifdef USEGAMMARAMPS\n",
236 "uniform sampler2D Texture_GammaRamps;\n",
238 "#ifdef USESATURATION\n",
239 "uniform mediump float Saturation;\n",
241 "#ifdef USEVIEWTINT\n",
242 "uniform mediump vec4 ViewTintColor;\n",
244 "//uncomment these if you want to use them:\n",
245 "uniform mediump vec4 UserVec1;\n",
246 "uniform mediump vec4 UserVec2;\n",
247 "// uniform mediump vec4 UserVec3;\n",
248 "// uniform mediump vec4 UserVec4;\n",
249 "// uniform highp float ClientTime;\n",
250 "uniform mediump vec2 PixelSize;\n",
253 "// graphitemaster: based off the white paper by Timothy Lottes\n",
254 "// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf\n",
255 "vec4 fxaa(vec4 inColor, float maxspan)\n",
257 " vec4 ret = inColor; // preserve old\n",
258 " float mulreduct = 1.0/maxspan;\n",
259 " float minreduct = (1.0 / 128.0);\n",
262 " vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;\n",
263 " vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;\n",
264 " vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;\n",
265 " vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;\n",
266 " vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;\n",
268 " // luminance directions\n",
269 " vec3 luma = vec3(0.299, 0.587, 0.114);\n",
270 " float lNW = dot(NW, luma);\n",
271 " float lNE = dot(NE, luma);\n",
272 " float lSW = dot(SW, luma);\n",
273 " float lSE = dot(SE, luma);\n",
274 " float lM = dot(M, luma);\n",
275 " float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));\n",
276 " float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));\n",
278 " // direction and reciprocal\n",
279 " vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));\n",
280 " float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));\n",
283 " dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;\n",
285 " vec3 rA = (1.0/2.0) * (\n",
286 " dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +\n",
287 " dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);\n",
288 " vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (\n",
289 " dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +\n",
290 " dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);\n",
291 " float lB = dot(rB, luma);\n",
293 " ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;\n",
301 " dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n",
304 " dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span\n",
307 "#ifdef USEPOSTPROCESSING\n",
308 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n",
309 "// 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",
310 "#if defined(USERVEC1) || defined(USERVEC2)\n",
311 " float sobel = 1.0;\n",
312 " // vec2 ts = textureSize(Texture_First, 0);\n",
313 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n",
314 " vec2 px = PixelSize;\n",
315 " vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n",
316 " vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n",
317 " vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n",
318 " vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n",
319 " vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n",
320 " vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n",
321 " vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n",
322 " vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n",
323 " vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n",
324 " vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n",
325 " vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n",
326 " vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n",
327 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n",
328 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n",
329 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n",
330 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n",
331 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n",
332 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n",
333 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n",
334 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n",
335 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n",
336 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n",
337 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n",
338 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n",
339 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n",
340 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n",
341 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n",
342 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n",
343 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n",
344 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n",
345 " dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n",
346 " dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n",
351 " dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
354 "#ifdef USEVIEWTINT\n",
355 " dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n",
358 "#ifdef USESATURATION\n",
359 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n",
360 " float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n",
361 " // 'vampire sight' effect, wheres red is compensated\n",
362 " #ifdef SATURATION_REDCOMPENSATE\n",
363 " float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n",
364 " dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n",
365 " dp_FragColor.r += rboost;\n",
367 " // normal desaturation\n",
368 " //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n",
369 " dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n",
373 "#ifdef USEGAMMARAMPS\n",
374 " dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n",
375 " dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n",
376 " dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n",
380 "#else // !MODE_POSTPROCESS\n",
385 "#ifdef MODE_GENERIC\n",
386 "#ifdef USEDIFFUSE\n",
387 "dp_varying mediump vec2 TexCoord1;\n",
389 "#ifdef USESPECULAR\n",
390 "dp_varying mediump vec2 TexCoord2;\n",
392 "uniform myhalf Alpha;\n",
393 "#ifdef VERTEX_SHADER\n",
396 "#ifdef USESKELETAL\n",
397 " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
398 " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
399 " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
400 " vec4 sw = Attrib_SkeletalWeight;\n",
401 " 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",
402 " 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",
403 " 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",
404 " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
405 " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
406 "#define Attrib_Position SkeletalVertex\n",
408 " VertexColor = Attrib_Color;\n",
409 "#ifdef USEDIFFUSE\n",
410 " TexCoord1 = Attrib_TexCoord0.xy;\n",
412 "#ifdef USESPECULAR\n",
413 " TexCoord2 = Attrib_TexCoord1.xy;\n",
415 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
416 "#ifdef USETRIPPY\n",
417 " gl_Position = TrippyVertex(gl_Position);\n",
422 "#ifdef FRAGMENT_SHADER\n",
423 "#ifdef USEDIFFUSE\n",
424 "uniform sampler2D Texture_First;\n",
426 "#ifdef USESPECULAR\n",
427 "uniform sampler2D Texture_Second;\n",
429 "#ifdef USEGAMMARAMPS\n",
430 "uniform sampler2D Texture_GammaRamps;\n",
435 "#ifdef USEVIEWTINT\n",
436 " dp_FragColor = VertexColor;\n",
438 " dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n",
440 "#ifdef USEDIFFUSE\n",
441 "# ifdef USEREFLECTCUBE\n",
442 " // suppress texture alpha\n",
443 " dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;\n",
445 " dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n",
449 "#ifdef USESPECULAR\n",
450 " vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n",
451 "# ifdef USECOLORMAPPING\n",
452 " dp_FragColor *= tex2;\n",
455 " dp_FragColor += tex2;\n",
457 "# ifdef USEVERTEXTEXTUREBLEND\n",
458 " dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n",
461 "#ifdef USEGAMMARAMPS\n",
462 " dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n",
463 " dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n",
464 " dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n",
466 "#ifdef USEALPHAKILL\n",
467 " dp_FragColor.a *= Alpha;\n",
471 "#else // !MODE_GENERIC\n",
476 "#ifdef MODE_BLOOMBLUR\n",
477 "dp_varying mediump vec2 TexCoord;\n",
478 "#ifdef VERTEX_SHADER\n",
481 " VertexColor = Attrib_Color;\n",
482 " TexCoord = Attrib_TexCoord0.xy;\n",
483 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
487 "#ifdef FRAGMENT_SHADER\n",
488 "uniform sampler2D Texture_First;\n",
489 "uniform mediump vec4 BloomBlur_Parameters;\n",
494 " vec2 tc = TexCoord;\n",
495 " vec3 color = dp_texture2D(Texture_First, tc).rgb;\n",
496 " tc += BloomBlur_Parameters.xy;\n",
497 " for (i = 1;i < SAMPLES;i++)\n",
499 " color += dp_texture2D(Texture_First, tc).rgb;\n",
500 " tc += BloomBlur_Parameters.xy;\n",
502 " dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n",
505 "#else // !MODE_BLOOMBLUR\n",
506 "#ifdef MODE_REFRACTION\n",
507 "dp_varying mediump vec2 TexCoord;\n",
508 "dp_varying highp vec4 ModelViewProjectionPosition;\n",
509 "uniform highp mat4 TexMatrix;\n",
510 "#ifdef VERTEX_SHADER\n",
514 "#ifdef USESKELETAL\n",
515 " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
516 " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
517 " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
518 " vec4 sw = Attrib_SkeletalWeight;\n",
519 " 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",
520 " 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",
521 " 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",
522 " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
523 " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
524 "#define Attrib_Position SkeletalVertex\n",
526 "#ifdef USEALPHAGENVERTEX\n",
527 " VertexColor = Attrib_Color;\n",
529 " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n",
530 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
531 " ModelViewProjectionPosition = gl_Position;\n",
532 "#ifdef USETRIPPY\n",
533 " gl_Position = TrippyVertex(gl_Position);\n",
538 "#ifdef FRAGMENT_SHADER\n",
539 "uniform sampler2D Texture_Normal;\n",
540 "uniform sampler2D Texture_Refraction;\n",
542 "uniform mediump vec4 DistortScaleRefractReflect;\n",
543 "uniform mediump vec4 ScreenScaleRefractReflect;\n",
544 "uniform mediump vec4 ScreenCenterRefractReflect;\n",
545 "uniform mediump vec4 RefractColor;\n",
546 "uniform mediump vec4 ReflectColor;\n",
547 "uniform highp float ClientTime;\n",
548 "#ifdef USENORMALMAPSCROLLBLEND\n",
549 "uniform highp vec2 NormalmapScrollBlend;\n",
554 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n",
555 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n",
556 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n",
557 "#ifdef USEALPHAGENVERTEX\n",
558 " vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;\n",
559 " vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n",
561 " vec2 distort = DistortScaleRefractReflect.xy;\n",
562 " vec4 refractcolor = RefractColor;\n",
564 " #ifdef USENORMALMAPSCROLLBLEND\n",
565 " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n",
566 " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n",
567 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;\n",
569 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;\n",
571 " // FIXME temporary hack to detect the case that the reflection\n",
572 " // gets blackened at edges due to leaving the area that contains actual\n",
574 " // Remove this 'ack once we have a better way to stop this thing from\n",
576 " float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n",
577 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n",
578 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n",
579 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n",
580 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n",
581 " dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;\n",
584 "#else // !MODE_REFRACTION\n",
589 "#ifdef MODE_WATER\n",
590 "dp_varying mediump vec2 TexCoord;\n",
591 "dp_varying highp vec3 EyeVector;\n",
592 "dp_varying highp vec4 ModelViewProjectionPosition;\n",
593 "#ifdef VERTEX_SHADER\n",
594 "uniform highp vec3 EyePosition;\n",
595 "uniform highp mat4 TexMatrix;\n",
599 "#ifdef USESKELETAL\n",
600 " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
601 " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
602 " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
603 " vec4 sw = Attrib_SkeletalWeight;\n",
604 " 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",
605 " 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",
606 " 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",
607 " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
608 " mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n",
609 " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
610 " vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n",
611 " vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n",
612 " vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n",
613 "#define Attrib_Position SkeletalVertex\n",
614 "#define Attrib_TexCoord1 SkeletalSVector\n",
615 "#define Attrib_TexCoord2 SkeletalTVector\n",
616 "#define Attrib_TexCoord3 SkeletalNormal\n",
618 "#ifdef USEALPHAGENVERTEX\n",
619 " VertexColor = Attrib_Color;\n",
621 " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n",
622 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n",
623 " EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n",
624 " EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n",
625 " EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n",
626 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
627 " ModelViewProjectionPosition = gl_Position;\n",
628 "#ifdef USETRIPPY\n",
629 " gl_Position = TrippyVertex(gl_Position);\n",
634 "#ifdef FRAGMENT_SHADER\n",
635 "uniform sampler2D Texture_Normal;\n",
636 "uniform sampler2D Texture_Refraction;\n",
637 "uniform sampler2D Texture_Reflection;\n",
639 "uniform mediump vec4 DistortScaleRefractReflect;\n",
640 "uniform mediump vec4 ScreenScaleRefractReflect;\n",
641 "uniform mediump vec4 ScreenCenterRefractReflect;\n",
642 "uniform mediump vec4 RefractColor;\n",
643 "uniform mediump vec4 ReflectColor;\n",
644 "uniform mediump float ReflectFactor;\n",
645 "uniform mediump float ReflectOffset;\n",
646 "uniform highp float ClientTime;\n",
647 "#ifdef USENORMALMAPSCROLLBLEND\n",
648 "uniform highp vec2 NormalmapScrollBlend;\n",
653 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n",
654 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n",
655 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n",
656 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n",
657 " // slight water animation via 2 layer scrolling (todo: tweak)\n",
658 "#ifdef USEALPHAGENVERTEX\n",
659 " vec4 distort = DistortScaleRefractReflect * VertexColor.a;\n",
660 " float reflectoffset = ReflectOffset * VertexColor.a;\n",
661 " float reflectfactor = ReflectFactor * VertexColor.a;\n",
662 " vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n",
664 " vec4 distort = DistortScaleRefractReflect;\n",
665 " float reflectoffset = ReflectOffset;\n",
666 " float reflectfactor = ReflectFactor;\n",
667 " vec4 refractcolor = RefractColor;\n",
669 " #ifdef USENORMALMAPSCROLLBLEND\n",
670 " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n",
671 " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n",
672 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;\n",
674 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;\n",
676 " // FIXME temporary hack to detect the case that the reflection\n",
677 " // gets blackened at edges due to leaving the area that contains actual\n",
679 " // Remove this 'ack once we have a better way to stop this thing from\n",
681 " float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n",
682 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n",
683 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n",
684 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n",
685 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n",
686 " f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n",
687 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n",
688 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n",
689 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n",
690 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n",
691 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;\n",
692 " 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",
695 "#else // !MODE_WATER\n",
700 "// common definitions between vertex shader and fragment shader:\n",
702 "dp_varying mediump vec4 TexCoordSurfaceLightmap;\n",
703 "#ifdef USEVERTEXTEXTUREBLEND\n",
704 "dp_varying mediump vec2 TexCoord2;\n",
707 "#ifdef MODE_LIGHTSOURCE\n",
708 "dp_varying mediump vec3 CubeVector;\n",
711 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n",
712 "dp_varying mediump vec3 LightVector;\n",
715 "#ifdef USEEYEVECTOR\n",
716 "dp_varying highp vec4 EyeVectorFogDepth;\n",
719 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n",
720 "dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n",
721 "dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n",
722 "dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n",
725 "dp_varying highp vec3 EyeVectorModelSpace;\n",
729 "#ifdef USEREFLECTION\n",
730 "dp_varying highp vec4 ModelViewProjectionPosition;\n",
732 "#ifdef MODE_DEFERREDLIGHTSOURCE\n",
733 "uniform highp vec3 LightPosition;\n",
734 "dp_varying highp vec4 ModelViewPosition;\n",
737 "#ifdef MODE_LIGHTSOURCE\n",
738 "uniform highp vec3 LightPosition;\n",
740 "uniform highp vec3 EyePosition;\n",
741 "#ifdef MODE_LIGHTDIRECTION\n",
742 "uniform highp vec3 LightDir;\n",
744 "uniform highp vec4 FogPlane;\n",
746 "#ifdef USESHADOWMAPORTHO\n",
747 "dp_varying highp vec3 ShadowMapTC;\n",
750 "#ifdef USEBOUNCEGRID\n",
751 "dp_varying highp vec3 BounceGridTexCoord;\n",
754 "#ifdef MODE_DEFERREDGEOMETRY\n",
755 "dp_varying highp float Depth;\n",
763 "// 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",
765 "// fragment shader specific:\n",
766 "#ifdef FRAGMENT_SHADER\n",
768 "uniform sampler2D Texture_Normal;\n",
769 "uniform sampler2D Texture_Color;\n",
770 "uniform sampler2D Texture_Gloss;\n",
772 "uniform sampler2D Texture_Glow;\n",
774 "#ifdef USEVERTEXTEXTUREBLEND\n",
775 "uniform sampler2D Texture_SecondaryNormal;\n",
776 "uniform sampler2D Texture_SecondaryColor;\n",
777 "uniform sampler2D Texture_SecondaryGloss;\n",
779 "uniform sampler2D Texture_SecondaryGlow;\n",
782 "#ifdef USECOLORMAPPING\n",
783 "uniform sampler2D Texture_Pants;\n",
784 "uniform sampler2D Texture_Shirt;\n",
787 "#ifdef USEFOGHEIGHTTEXTURE\n",
788 "uniform sampler2D Texture_FogHeightTexture;\n",
790 "uniform sampler2D Texture_FogMask;\n",
792 "#ifdef USELIGHTMAP\n",
793 "uniform sampler2D Texture_Lightmap;\n",
795 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n",
796 "uniform sampler2D Texture_Deluxemap;\n",
798 "#ifdef USEREFLECTION\n",
799 "uniform sampler2D Texture_Reflection;\n",
802 "#ifdef MODE_DEFERREDLIGHTSOURCE\n",
803 "uniform sampler2D Texture_ScreenNormalMap;\n",
805 "#ifdef USEDEFERREDLIGHTMAP\n",
806 "#ifdef USECELOUTLINES\n",
807 "uniform sampler2D Texture_ScreenNormalMap;\n",
809 "uniform sampler2D Texture_ScreenDiffuse;\n",
810 "uniform sampler2D Texture_ScreenSpecular;\n",
813 "uniform mediump vec3 Color_Pants;\n",
814 "uniform mediump vec3 Color_Shirt;\n",
815 "uniform mediump vec3 FogColor;\n",
818 "uniform highp float FogRangeRecip;\n",
819 "uniform highp float FogPlaneViewDist;\n",
820 "uniform highp float FogHeightFade;\n",
821 "vec3 FogVertex(vec4 surfacecolor)\n",
823 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n",
824 " vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n",
826 " float FogPlaneVertexDist = EyeVectorFogDepth.w;\n",
828 " vec3 fc = FogColor;\n",
829 "#ifdef USEFOGALPHAHACK\n",
830 " fc *= surfacecolor.a;\n",
832 "#ifdef USEFOGHEIGHTTEXTURE\n",
833 " vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n",
834 " fogfrac = fogheightpixel.a;\n",
835 " return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n",
837 "# ifdef USEFOGOUTSIDE\n",
838 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n",
840 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n",
842 " return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n",
847 "#ifdef USEOFFSETMAPPING\n",
848 "uniform mediump vec4 OffsetMapping_ScaleSteps;\n",
849 "uniform mediump float OffsetMapping_Bias;\n",
850 "#ifdef USEOFFSETMAPPING_LOD\n",
851 "uniform mediump float OffsetMapping_LodDistance;\n",
853 "vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n",
856 " // distance-based LOD\n",
857 "#ifdef USEOFFSETMAPPING_LOD\n",
858 " //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n",
859 " //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n",
860 " mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n",
861 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n",
862 " // stupid workaround because 1-step and 2-step reliefmapping is void\n",
863 " mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n",
865 " mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n",
867 " mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n",
868 " mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n",
870 " #define ScaleSteps OffsetMapping_ScaleSteps\n",
872 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n",
874 " // 14 sample relief mapping: linear search and then binary search\n",
875 " // this basically steps forward a small amount repeatedly until it finds\n",
876 " // itself inside solid, then jitters forward and back using decreasing\n",
877 " // amounts to find the impact\n",
878 " //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n",
879 " //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n",
880 " vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n",
881 " vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n",
882 " OffsetVector *= ScaleSteps.z;\n",
883 " for(i = 1.0; i < ScaleSteps.y; ++i)\n",
884 " RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n",
885 " for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n",
886 " RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n",
889 " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n",
890 " //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n",
891 " //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n",
892 " vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n",
893 " OffsetVector *= ScaleSteps.z;\n",
894 " for(i = 0.0; i < ScaleSteps.y; ++i)\n",
895 " TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n",
896 " return TexCoord;\n",
899 "#endif // USEOFFSETMAPPING\n",
901 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n",
902 "uniform sampler2D Texture_Attenuation;\n",
903 "uniform samplerCube Texture_Cube;\n",
906 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n",
908 "#ifdef USESHADOWMAP2D\n",
909 "# ifdef USESHADOWSAMPLER\n",
910 "uniform sampler2DShadow Texture_ShadowMap2D;\n",
912 "uniform sampler2D Texture_ShadowMap2D;\n",
916 "#ifdef USESHADOWMAPVSDCT\n",
917 "uniform samplerCube Texture_CubeProjection;\n",
920 "#if defined(USESHADOWMAP2D)\n",
921 "uniform mediump vec4 ShadowMap_TextureScale;\n",
922 "uniform mediump vec4 ShadowMap_Parameters;\n",
925 "#if defined(USESHADOWMAP2D)\n",
926 "# ifdef USESHADOWMAPORTHO\n",
927 "# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))\n",
929 "# ifdef USESHADOWMAPVSDCT\n",
930 "vec3 GetShadowMapTC2D(vec3 dir)\n",
932 " vec3 adir = abs(dir);\n",
933 " float m = max(max(adir.x, adir.y), adir.z);\n",
934 " vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n",
935 "#ifdef USEDEPTHRGB\n",
936 " 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",
938 " vec2 mparams = ShadowMap_Parameters.xy / m;\n",
939 " return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n",
943 "vec3 GetShadowMapTC2D(vec3 dir)\n",
945 " vec3 adir = abs(dir);\n",
946 " float m; vec4 proj;\n",
947 " 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",
948 " if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }\n",
949 "#ifdef USEDEPTHRGB\n",
950 " 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",
952 " vec2 mparams = ShadowMap_Parameters.xy / m;\n",
953 " 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",
958 "#endif // defined(USESHADOWMAP2D)\n",
960 "# ifdef USESHADOWMAP2D\n",
961 "float ShadowMapCompare(vec3 dir)\n",
963 " vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);\n",
966 "# ifdef USEDEPTHRGB\n",
967 "# ifdef USESHADOWMAPPCF\n",
968 "# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))\n",
969 "# if USESHADOWMAPPCF > 1\n",
970 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n",
971 " center *= ShadowMap_TextureScale.xy;\n",
972 " 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",
973 " 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",
974 " 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",
975 " 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",
976 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n",
977 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n",
979 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);\n",
980 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n",
981 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n",
982 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n",
983 " vec3 cols = row2 + mix(row1, row3, offset.y);\n",
984 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n",
987 " f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));\n",
990 "# ifdef USESHADOWSAMPLER\n",
991 "# ifdef USESHADOWMAPPCF\n",
992 "# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) \n",
993 " vec2 offset = fract(shadowmaptc.xy - 0.5);\n",
994 " vec4 size = vec4(offset + 1.0, 2.0 - offset);\n",
995 "# if USESHADOWMAPPCF > 1\n",
996 " vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;\n",
997 " vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n",
998 " f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +\n",
999 " (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",
1000 " (4.0/25.0)*texval(center);\n",
1002 " vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n",
1003 " f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));\n",
1006 " f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));\n",
1009 "# ifdef USESHADOWMAPPCF\n",
1010 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n",
1011 "# ifdef GL_ARB_texture_gather\n",
1012 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n",
1014 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)\n",
1016 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;\n",
1017 "# if USESHADOWMAPPCF > 1\n",
1018 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n",
1019 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n",
1020 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n",
1021 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n",
1022 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n",
1023 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n",
1024 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n",
1025 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n",
1026 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n",
1027 " vec4 locols = vec4(group1.ab, group3.ab);\n",
1028 " vec4 hicols = vec4(group7.rg, group9.rg);\n",
1029 " locols.yz += group2.ab;\n",
1030 " hicols.yz += group8.rg;\n",
1031 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n",
1032 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n",
1033 " mix(locols, hicols, offset.y);\n",
1034 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n",
1035 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n",
1036 " f = dot(cols, vec4(1.0/25.0));\n",
1038 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n",
1039 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n",
1040 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n",
1041 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n",
1042 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n",
1043 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n",
1044 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n",
1047 "# ifdef GL_EXT_gpu_shader4\n",
1048 "# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n",
1050 "# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r \n",
1052 "# if USESHADOWMAPPCF > 1\n",
1053 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n",
1054 " center *= ShadowMap_TextureScale.xy;\n",
1055 " 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",
1056 " 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",
1057 " 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",
1058 " 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",
1059 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n",
1060 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n",
1062 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);\n",
1063 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n",
1064 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n",
1065 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n",
1066 " vec3 cols = row2 + mix(row1, row3, offset.y);\n",
1067 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n",
1071 " f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);\n",
1075 "# ifdef USESHADOWMAPORTHO\n",
1076 " return mix(ShadowMap_Parameters.w, 1.0, f);\n",
1082 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n",
1083 "#endif // FRAGMENT_SHADER\n",
1088 "#ifdef MODE_DEFERREDGEOMETRY\n",
1089 "#ifdef VERTEX_SHADER\n",
1090 "uniform highp mat4 TexMatrix;\n",
1091 "#ifdef USEVERTEXTEXTUREBLEND\n",
1092 "uniform highp mat4 BackgroundTexMatrix;\n",
1094 "uniform highp mat4 ModelViewMatrix;\n",
1095 "void main(void)\n",
1097 "#ifdef USESKELETAL\n",
1098 " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
1099 " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
1100 " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
1101 " vec4 sw = Attrib_SkeletalWeight;\n",
1102 " 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",
1103 " 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",
1104 " 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",
1105 " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
1106 " mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n",
1107 " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
1108 " vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n",
1109 " vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n",
1110 " vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n",
1111 "#define Attrib_Position SkeletalVertex\n",
1112 "#define Attrib_TexCoord1 SkeletalSVector\n",
1113 "#define Attrib_TexCoord2 SkeletalTVector\n",
1114 "#define Attrib_TexCoord3 SkeletalNormal\n",
1116 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n",
1117 "#ifdef USEVERTEXTEXTUREBLEND\n",
1118 " VertexColor = Attrib_Color;\n",
1119 " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n",
1122 " // transform unnormalized eye direction into tangent space\n",
1123 "#ifdef USEOFFSETMAPPING\n",
1124 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n",
1125 " EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n",
1126 " EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n",
1127 " EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n",
1128 " EyeVectorFogDepth.w = 0.0;\n",
1131 " VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n",
1132 " VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n",
1133 " VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n",
1134 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
1135 "#ifdef USETRIPPY\n",
1136 " gl_Position = TrippyVertex(gl_Position);\n",
1138 " Depth = (ModelViewMatrix * Attrib_Position).z;\n",
1140 "#endif // VERTEX_SHADER\n",
1142 "#ifdef FRAGMENT_SHADER\n",
1143 "void main(void)\n",
1145 "#ifdef USEOFFSETMAPPING\n",
1146 " // apply offsetmapping\n",
1147 " vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n",
1148 " vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n",
1149 " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n",
1150 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n",
1152 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n",
1155 "#ifdef USEALPHAKILL\n",
1156 " if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n",
1160 "#ifdef USEVERTEXTEXTUREBLEND\n",
1161 " float alpha = offsetMappedTexture2D(Texture_Color).a;\n",
1162 " float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n",
1163 " //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n",
1164 " //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n",
1167 "#ifdef USEVERTEXTEXTUREBLEND\n",
1168 " vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n",
1169 " float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n",
1171 " vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n",
1172 " float a = offsetMappedTexture2D(Texture_Gloss).a;\n",
1175 " vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n",
1176 " dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);\n",
1178 "#endif // FRAGMENT_SHADER\n",
1179 "#else // !MODE_DEFERREDGEOMETRY\n",
1184 "#ifdef MODE_DEFERREDLIGHTSOURCE\n",
1185 "#ifdef VERTEX_SHADER\n",
1186 "uniform highp mat4 ModelViewMatrix;\n",
1187 "void main(void)\n",
1189 " ModelViewPosition = ModelViewMatrix * Attrib_Position;\n",
1190 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
1192 "#endif // VERTEX_SHADER\n",
1194 "#ifdef FRAGMENT_SHADER\n",
1195 "uniform highp mat4 ViewToLight;\n",
1196 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n",
1197 "uniform highp vec2 ScreenToDepth;\n",
1198 "uniform myhalf3 DeferredColor_Ambient;\n",
1199 "uniform myhalf3 DeferredColor_Diffuse;\n",
1200 "#ifdef USESPECULAR\n",
1201 "uniform myhalf3 DeferredColor_Specular;\n",
1202 "uniform myhalf SpecularPower;\n",
1204 "uniform myhalf2 PixelToScreenTexCoord;\n",
1205 "void main(void)\n",
1207 " // calculate viewspace pixel position\n",
1208 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n",
1209 " vec3 position;\n",
1210 " // get the geometry information (depth, normal, specular exponent)\n",
1211 " myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n",
1212 " // decode viewspace pixel normal\n",
1213 "// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n",
1214 " myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n",
1215 " // decode viewspace pixel position\n",
1216 "// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n",
1217 " position.z = normalmap.b;\n",
1218 "// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n",
1219 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n",
1221 " // now do the actual shading\n",
1222 " // surfacenormal = pixel normal in viewspace\n",
1223 " // LightVector = pixel to light in viewspace\n",
1224 " // CubeVector = pixel in lightspace\n",
1225 " // eyenormal = pixel to view direction in viewspace\n",
1226 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n",
1227 " myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n",
1228 "#ifdef USEDIFFUSE\n",
1229 " // calculate diffuse shading\n",
1230 " myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));\n",
1233 "#ifdef USESPECULAR\n",
1234 " // calculate directional shading\n",
1235 " myhalf3 eyenormal = -normalize(cast_myhalf3(position));\n",
1236 "SHADESPECULAR(SpecularPower * normalmap.a)\n",
1239 "#if defined(USESHADOWMAP2D)\n",
1240 " fade *= ShadowMapCompare(CubeVector);\n",
1243 "#ifdef USESPECULAR\n",
1244 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n",
1245 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n",
1246 "# ifdef USECUBEFILTER\n",
1247 " vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n",
1248 " gl_FragData[0].rgb *= cubecolor;\n",
1249 " gl_FragData[1].rgb *= cubecolor;\n",
1252 "# ifdef USEDIFFUSE\n",
1253 " gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n",
1255 " gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n",
1257 "# ifdef USECUBEFILTER\n",
1258 " vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n",
1259 " gl_FragColor.rgb *= cubecolor;\n",
1263 "#endif // FRAGMENT_SHADER\n",
1264 "#else // !MODE_DEFERREDLIGHTSOURCE\n",
1269 "#ifdef VERTEX_SHADER\n",
1270 "uniform highp mat4 TexMatrix;\n",
1271 "#ifdef USEVERTEXTEXTUREBLEND\n",
1272 "uniform highp mat4 BackgroundTexMatrix;\n",
1274 "#ifdef MODE_LIGHTSOURCE\n",
1275 "uniform highp mat4 ModelToLight;\n",
1277 "#ifdef USESHADOWMAPORTHO\n",
1278 "uniform highp mat4 ShadowMapMatrix;\n",
1280 "#ifdef USEBOUNCEGRID\n",
1281 "uniform highp mat4 BounceGridMatrix;\n",
1283 "void main(void)\n",
1285 "#ifdef USESKELETAL\n",
1286 " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
1287 " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
1288 " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
1289 " vec4 sw = Attrib_SkeletalWeight;\n",
1290 " 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",
1291 " 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",
1292 " 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",
1293 " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
1294 "// ivec4 si = ivec4(Attrib_SkeletalIndex);\n",
1295 "// 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",
1296 " mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n",
1297 " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
1298 " SkeletalVertex.w = 1.0;\n",
1299 " vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n",
1300 " vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n",
1301 " vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n",
1302 "#define Attrib_Position SkeletalVertex\n",
1303 "#define Attrib_TexCoord1 SkeletalSVector\n",
1304 "#define Attrib_TexCoord2 SkeletalTVector\n",
1305 "#define Attrib_TexCoord3 SkeletalNormal\n",
1308 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n",
1309 " VertexColor = Attrib_Color;\n",
1311 " // copy the surface texcoord\n",
1312 "#ifdef USELIGHTMAP\n",
1313 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n",
1315 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n",
1317 "#ifdef USEVERTEXTEXTUREBLEND\n",
1318 " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n",
1321 "#ifdef USEBOUNCEGRID\n",
1322 " BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n",
1323 "#ifdef USEBOUNCEGRIDDIRECTIONAL\n",
1324 " BounceGridTexCoord.z *= 0.125;\n",
1328 "#ifdef MODE_LIGHTSOURCE\n",
1329 " // transform vertex position into light attenuation/cubemap space\n",
1330 " // (-1 to +1 across the light box)\n",
1331 " CubeVector = vec3(ModelToLight * Attrib_Position);\n",
1333 "# ifdef USEDIFFUSE\n",
1334 " // transform unnormalized light direction into tangent space\n",
1335 " // (we use unnormalized to ensure that it interpolates correctly and then\n",
1336 " // normalize it per pixel)\n",
1337 " vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n",
1338 " LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n",
1339 " LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n",
1340 " LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n",
1344 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n",
1345 " LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n",
1346 " LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n",
1347 " LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n",
1350 " // transform unnormalized eye direction into tangent space\n",
1351 "#ifdef USEEYEVECTOR\n",
1352 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n",
1353 " EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n",
1354 " EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n",
1355 " EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n",
1357 " EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n",
1359 " EyeVectorFogDepth.w = 0.0;\n",
1364 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n",
1366 " VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n",
1367 " VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n",
1368 " VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n",
1370 " VectorS = vec4(Attrib_TexCoord1, 0);\n",
1371 " VectorT = vec4(Attrib_TexCoord2, 0);\n",
1372 " VectorR = vec4(Attrib_TexCoord3, 0);\n",
1376 " EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n",
1380 " // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n",
1381 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
1383 "#ifdef USESHADOWMAPORTHO\n",
1384 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n",
1387 "#ifdef USEREFLECTION\n",
1388 " ModelViewProjectionPosition = gl_Position;\n",
1390 "#ifdef USETRIPPY\n",
1391 " gl_Position = TrippyVertex(gl_Position);\n",
1394 "#endif // VERTEX_SHADER\n",
1399 "#ifdef FRAGMENT_SHADER\n",
1400 "#ifdef USEDEFERREDLIGHTMAP\n",
1401 "uniform myhalf2 PixelToScreenTexCoord;\n",
1402 "uniform myhalf3 DeferredMod_Diffuse;\n",
1403 "uniform myhalf3 DeferredMod_Specular;\n",
1405 "uniform myhalf3 Color_Ambient;\n",
1406 "uniform myhalf3 Color_Diffuse;\n",
1407 "uniform myhalf3 Color_Specular;\n",
1408 "uniform myhalf SpecularPower;\n",
1410 "uniform myhalf3 Color_Glow;\n",
1412 "uniform myhalf Alpha;\n",
1413 "#ifdef USEREFLECTION\n",
1414 "uniform mediump vec4 DistortScaleRefractReflect;\n",
1415 "uniform mediump vec4 ScreenScaleRefractReflect;\n",
1416 "uniform mediump vec4 ScreenCenterRefractReflect;\n",
1417 "uniform mediump vec4 ReflectColor;\n",
1419 "#ifdef USEREFLECTCUBE\n",
1420 "uniform highp mat4 ModelToReflectCube;\n",
1421 "uniform sampler2D Texture_ReflectMask;\n",
1422 "uniform samplerCube Texture_ReflectCube;\n",
1424 "#ifdef USEBOUNCEGRID\n",
1425 "uniform sampler3D Texture_BounceGrid;\n",
1426 "uniform float BounceGridIntensity;\n",
1427 "uniform highp mat4 BounceGridMatrix;\n",
1429 "uniform highp float ClientTime;\n",
1430 "#ifdef USENORMALMAPSCROLLBLEND\n",
1431 "uniform highp vec2 NormalmapScrollBlend;\n",
1433 "#ifdef USEOCCLUDE\n",
1434 "uniform occludeQuery {\n",
1435 " uint visiblepixels;\n",
1436 " uint allpixels;\n",
1439 "void main(void)\n",
1441 "#ifdef USEOFFSETMAPPING\n",
1442 " // apply offsetmapping\n",
1443 " vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n",
1444 " vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n",
1445 " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n",
1446 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n",
1447 "# define TexCoord TexCoordOffset\n",
1449 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n",
1450 "# define TexCoord TexCoordSurfaceLightmap.xy\n",
1453 " // combine the diffuse textures (base, pants, shirt)\n",
1454 " myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));\n",
1455 "#ifdef USEALPHAKILL\n",
1456 " if (color.a < 0.5)\n",
1459 " color.a *= Alpha;\n",
1460 "#ifdef USECOLORMAPPING\n",
1461 " color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n",
1463 "#ifdef USEVERTEXTEXTUREBLEND\n",
1464 "#ifdef USEBOTHALPHAS\n",
1465 " myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n",
1466 " myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));\n",
1467 " color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n",
1469 " myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));\n",
1470 " //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));\n",
1471 " //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;\n",
1472 " color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n",
1474 " color.a = 1.0;\n",
1475 " //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);\n",
1477 "#ifdef USEALPHAGENVERTEX\n",
1478 " color.a *= VertexColor.a;\n",
1481 " // get the surface normal\n",
1482 "#ifdef USEVERTEXTEXTUREBLEND\n",
1483 " 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",
1485 " myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));\n",
1488 " // get the material colors\n",
1489 " myhalf3 diffusetex = color.rgb;\n",
1490 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n",
1491 "# ifdef USEVERTEXTEXTUREBLEND\n",
1492 " myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n",
1494 " myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));\n",
1498 "#ifdef USEREFLECTCUBE\n",
1499 " vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n",
1500 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n",
1501 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n",
1502 " diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n",
1505 "#ifdef USESPECULAR\n",
1506 " myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));\n",
1512 "#ifdef MODE_LIGHTSOURCE\n",
1513 " // light source\n",
1514 "#ifdef USEDIFFUSE\n",
1515 " myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n",
1517 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n",
1518 "#ifdef USESPECULAR\n",
1519 "SHADESPECULAR(SpecularPower * glosstex.a)\n",
1520 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n",
1523 " color.rgb = diffusetex * Color_Ambient;\n",
1525 " color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n",
1526 "#if defined(USESHADOWMAP2D)\n",
1527 " color.rgb *= ShadowMapCompare(CubeVector);\n",
1529 "# ifdef USECUBEFILTER\n",
1530 " color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n",
1532 "#endif // MODE_LIGHTSOURCE\n",
1537 "#ifdef MODE_LIGHTDIRECTION\n",
1538 " #define SHADING\n",
1539 " #ifdef USEDIFFUSE\n",
1540 " myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n",
1542 " #define lightcolor 1\n",
1543 "#endif // MODE_LIGHTDIRECTION\n",
1544 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
1545 " #define SHADING\n",
1546 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n",
1547 " myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n",
1548 " myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n",
1549 " // convert modelspace light vector to tangentspace\n",
1550 " myhalf3 lightnormal;\n",
1551 " lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n",
1552 " lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n",
1553 " lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));\n",
1554 " lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n",
1555 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n",
1556 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n",
1557 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n",
1558 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n",
1559 " // to map the luxels to coordinates on the draw surfaces), which also causes\n",
1560 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n",
1561 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n",
1562 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n",
1563 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n",
1564 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n",
1565 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
1566 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n",
1567 " #define SHADING\n",
1568 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n",
1569 " myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n",
1570 " myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n",
1572 "#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n",
1573 " #define SHADING\n",
1574 " // forced deluxemap on lightmapped/vertexlit surfaces\n",
1575 " myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);\n",
1576 " #ifdef USELIGHTMAP\n",
1577 " myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n",
1579 " myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n",
1586 "#ifdef MODE_LIGHTMAP\n",
1587 " color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n",
1588 "#endif // MODE_LIGHTMAP\n",
1589 "#ifdef MODE_VERTEXCOLOR\n",
1590 " color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);\n",
1591 "#endif // MODE_VERTEXCOLOR\n",
1592 "#ifdef MODE_FLATCOLOR\n",
1593 " color.rgb = diffusetex * Color_Ambient;\n",
1594 "#endif // MODE_FLATCOLOR\n",
1600 "# ifdef USEDIFFUSE\n",
1602 "# ifdef USESPECULAR\n",
1603 "SHADESPECULAR(SpecularPower * glosstex.a)\n",
1604 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n",
1606 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n",
1609 " color.rgb = diffusetex * Color_Ambient;\n",
1613 "#ifdef USESHADOWMAPORTHO\n",
1614 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n",
1617 "#ifdef USEDEFERREDLIGHTMAP\n",
1618 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n",
1619 " color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n",
1620 " color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n",
1621 "// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);\n",
1624 "#ifdef USEBOUNCEGRID\n",
1625 "#ifdef USEBOUNCEGRIDDIRECTIONAL\n",
1626 "// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord ));\n",
1627 "// 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",
1628 " myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n",
1629 " myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n",
1630 " myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n",
1631 " myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n",
1632 " myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n",
1633 " myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n",
1634 " myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n",
1635 " myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n",
1636 " myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n",
1637 "// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);\n",
1638 " myhalf3 bouncegrid_light = cast_myhalf3(\n",
1639 " dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n",
1640 " dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n",
1641 " dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n",
1642 " color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n",
1643 "// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n",
1645 " color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n",
1650 "#ifdef USEVERTEXTEXTUREBLEND\n",
1651 " color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n",
1653 " color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n",
1657 "#ifdef USECELOUTLINES\n",
1658 "# ifdef USEDEFERREDLIGHTMAP\n",
1659 "// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n",
1660 " vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);\n",
1661 " vec4 DepthNeighbors;\n",
1663 " // enable to test ink on white geometry\n",
1664 "// color.rgb = vec3(1.0, 1.0, 1.0);\n",
1666 " // note: this seems to be negative\n",
1667 " float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;\n",
1669 " // edge detect method\n",
1670 "// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;\n",
1671 "// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;\n",
1672 "// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;\n",
1673 "// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;\n",
1674 "// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));\n",
1675 "// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));\n",
1676 "// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));\n",
1677 "// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); \n",
1679 " // shadow method\n",
1680 " float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)\n",
1681 "// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)\n",
1682 "// float DepthScale1 = 0.003;\n",
1683 " float DepthScale2 = DepthScale1 / 2.0;\n",
1684 "// float DepthScale3 = DepthScale1 / 4.0;\n",
1685 " float DepthBias1 = -DepthCenter * DepthScale1;\n",
1686 " float DepthBias2 = -DepthCenter * DepthScale2;\n",
1687 "// float DepthBias3 = -DepthCenter * DepthScale3;\n",
1688 " float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1)\n",
1689 " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1)\n",
1690 " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)\n",
1691 " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1)\n",
1692 " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2)\n",
1693 " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2)\n",
1694 " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)\n",
1695 " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2)\n",
1696 "// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3)\n",
1697 "// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3)\n",
1698 "// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)\n",
1699 "// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3)\n",
1701 " color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));\n",
1702 "// color.r = DepthCenter / -1024.0;\n",
1707 " color.rgb = FogVertex(color);\n",
1710 " // 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",
1711 "#ifdef USEREFLECTION\n",
1712 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n",
1713 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n",
1714 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n",
1715 " #ifdef USENORMALMAPSCROLLBLEND\n",
1716 "# ifdef USEOFFSETMAPPING\n",
1717 " 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",
1719 " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n",
1721 " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n",
1722 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n",
1724 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n",
1726 " // FIXME temporary hack to detect the case that the reflection\n",
1727 " // gets blackened at edges due to leaving the area that contains actual\n",
1729 " // Remove this 'ack once we have a better way to stop this thing from\n",
1731 " float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n",
1732 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n",
1733 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n",
1734 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n",
1735 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n",
1736 " color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n",
1738 "#ifdef USEOCCLUDE\n",
1739 " color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);\n",
1742 " dp_FragColor = vec4(color);\n",
1744 "#endif // FRAGMENT_SHADER\n",
1746 "#endif // !MODE_DEFERREDLIGHTSOURCE\n",
1747 "#endif // !MODE_DEFERREDGEOMETRY\n",
1748 "#endif // !MODE_WATER\n",
1749 "#endif // !MODE_REFRACTION\n",
1750 "#endif // !MODE_BLOOMBLUR\n",
1751 "#endif // !MODE_GENERIC\n",
1752 "#endif // !MODE_POSTPROCESS\n",
1753 "#endif // !MODE_DEPTH_OR_SHADOW\n",