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"
6 "precision highp float;\n"
7 "# ifdef VERTEX_SHADER\n"
8 "# define dp_varying out\n"
9 "# define dp_attribute in\n"
11 "# ifdef FRAGMENT_SHADER\n"
12 "out vec4 dp_FragColor;\n"
13 "# define dp_varying in\n"
14 "# define dp_attribute in\n"
16 "# define dp_offsetmapping_dFdx dFdx\n"
17 "# define dp_offsetmapping_dFdy dFdy\n"
18 "# define dp_textureGrad textureGrad\n"
19 "# define dp_texture2D texture\n"
20 "# define dp_texture3D texture\n"
21 "# define dp_textureCube texture\n"
22 "# define dp_shadow2D(a,b) texture(a,b)\n"
24 "# ifdef FRAGMENT_SHADER\n"
25 "# define dp_FragColor gl_FragColor\n"
27 "# define dp_varying varying\n"
28 "# define dp_attribute attribute\n"
29 "# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)\n"
30 "# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)\n"
31 "# define dp_textureGrad(a,b,c,d) texture2D(a,b)\n"
32 "# define dp_texture2D texture2D\n"
33 "# define dp_texture3D texture3D\n"
34 "# define dp_textureCube textureCube\n"
35 "# define dp_shadow2D(a,b) float(shadow2D(a,b))\n"
38 "// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n"
39 "// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n"
46 "// not REALLY the smallest value (2^-62 would be correct), but short and any compiler failing at parsing this is broken\n"
47 "#define FLT_MIN 0.000000000000000001\n"
49 "#ifdef VERTEX_SHADER\n"
50 "dp_attribute vec4 Attrib_Position; // vertex\n"
51 "dp_attribute vec4 Attrib_Color; // color\n"
52 "dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n"
53 "dp_attribute vec3 Attrib_TexCoord1; // svector\n"
54 "dp_attribute vec3 Attrib_TexCoord2; // tvector\n"
55 "dp_attribute vec3 Attrib_TexCoord3; // normal\n"
56 "dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n"
58 "dp_varying mediump vec4 VertexColor;\n"
60 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
63 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n"
64 "# define USELIGHTMAP\n"
66 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n"
67 "# define USEEYEVECTOR\n"
70 "#ifdef USESHADOWMAP2D\n"
71 "# ifdef GL_EXT_gpu_shader4\n"
72 "# extension GL_EXT_gpu_shader4 : enable\n"
74 "# ifdef GL_ARB_texture_gather\n"
75 "# extension GL_ARB_texture_gather : enable\n"
77 "# ifdef GL_AMD_texture_texture4\n"
78 "# extension GL_AMD_texture_texture4 : enable\n"
83 "//#ifdef USESHADOWSAMPLER\n"
84 "//# extension GL_ARB_shadow : enable\n"
87 "//#ifdef __GLSL_CG_DATA_TYPES\n"
88 "//# define myhalf half\n"
89 "//# define myhalf2 half2\n"
90 "//# define myhalf3 half3\n"
91 "//# define myhalf4 half4\n"
92 "//# define cast_myhalf half\n"
93 "//# define cast_myhalf2 half2\n"
94 "//# define cast_myhalf3 half3\n"
95 "//# define cast_myhalf4 half4\n"
97 "# define myhalf mediump float\n"
98 "# define myhalf2 mediump vec2\n"
99 "# define myhalf3 mediump vec3\n"
100 "# define myhalf4 mediump vec4\n"
101 "# define cast_myhalf float\n"
102 "# define cast_myhalf2 vec2\n"
103 "# define cast_myhalf3 vec3\n"
104 "# define cast_myhalf4 vec4\n"
107 "#ifdef VERTEX_SHADER\n"
108 "uniform highp mat4 ModelViewProjectionMatrix;\n"
111 "#ifdef VERTEX_SHADER\n"
113 "// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n"
115 "uniform highp float ClientTime;\n"
116 "vec4 TrippyVertex(vec4 position)\n"
118 " float worldTime = ClientTime;\n"
119 " // tweaked for Quake\n"
120 " worldTime *= 10.0;\n"
121 " position *= 0.125;\n"
122 " //~tweaked for Quake\n"
123 " float distanceSquared = (position.x * position.x + position.z * position.z);\n"
124 " position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n"
125 " float y = position.y;\n"
126 " float x = position.x;\n"
127 " float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n"
128 " position.y = x*sin(om)+y*cos(om);\n"
129 " position.x = x*cos(om)-y*sin(om);\n"
130 " return position;\n"
135 "#ifdef MODE_DEPTH_OR_SHADOW\n"
136 "#ifdef VERTEX_SHADER\n"
139 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
141 " gl_Position = TrippyVertex(gl_Position);\n"
146 "#ifdef FRAGMENT_SHADER\n"
149 " dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n"
152 "#else // !MODE_DEPTH_ORSHADOW\n"
157 "#ifdef MODE_SHOWDEPTH\n"
158 "#ifdef VERTEX_SHADER\n"
161 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
162 " VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
164 " gl_Position = TrippyVertex(gl_Position);\n"
169 "#ifdef FRAGMENT_SHADER\n"
172 " dp_FragColor = VertexColor;\n"
175 "#else // !MODE_SHOWDEPTH\n"
180 "#ifdef MODE_POSTPROCESS\n"
181 "dp_varying mediump vec2 TexCoord1;\n"
182 "dp_varying mediump vec2 TexCoord2;\n"
184 "#ifdef VERTEX_SHADER\n"
187 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
188 " TexCoord1 = Attrib_TexCoord0.xy;\n"
190 " TexCoord2 = Attrib_TexCoord4.xy;\n"
195 "#ifdef FRAGMENT_SHADER\n"
196 "uniform sampler2D Texture_First;\n"
198 "uniform sampler2D Texture_Second;\n"
199 "uniform mediump vec4 BloomColorSubtract;\n"
201 "#ifdef USEGAMMARAMPS\n"
202 "uniform sampler2D Texture_GammaRamps;\n"
204 "#ifdef USESATURATION\n"
205 "uniform mediump float Saturation;\n"
207 "#ifdef USEVIEWTINT\n"
208 "uniform mediump vec4 ViewTintColor;\n"
210 "//uncomment these if you want to use them:\n"
211 "uniform mediump vec4 UserVec1;\n"
212 "uniform mediump vec4 UserVec2;\n"
213 "// uniform mediump vec4 UserVec3;\n"
214 "// uniform mediump vec4 UserVec4;\n"
215 "// uniform highp float ClientTime;\n"
216 "uniform mediump vec2 PixelSize;\n"
219 " dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n"
221 " dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
223 "#ifdef USEVIEWTINT\n"
224 " dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n"
227 "#ifdef USEPOSTPROCESSING\n"
228 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
229 "// 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"
230 " float sobel = 1.0;\n"
231 " // vec2 ts = textureSize(Texture_First, 0);\n"
232 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
233 " vec2 px = PixelSize;\n"
234 " vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
235 " vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
236 " vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
237 " vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
238 " vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
239 " vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
240 " vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
241 " vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
242 " vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
243 " vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
244 " vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
245 " vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
246 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
247 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
248 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
249 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
250 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
251 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
252 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
253 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
254 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
255 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
256 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
257 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
258 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
259 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
260 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
261 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
262 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
263 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
264 " dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
265 " dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
268 "#ifdef USESATURATION\n"
269 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
270 " float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
271 " // 'vampire sight' effect, wheres red is compensated\n"
272 " #ifdef SATURATION_REDCOMPENSATE\n"
273 " float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n"
274 " dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
275 " dp_FragColor.r += rboost;\n"
277 " // normal desaturation\n"
278 " //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n"
279 " dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
283 "#ifdef USEGAMMARAMPS\n"
284 " dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
285 " dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
286 " dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
290 "#else // !MODE_POSTPROCESS\n"
295 "#ifdef MODE_GENERIC\n"
296 "#ifdef USEDIFFUSE\n"
297 "dp_varying mediump vec2 TexCoord1;\n"
299 "#ifdef USESPECULAR\n"
300 "dp_varying mediump vec2 TexCoord2;\n"
302 "#ifdef VERTEX_SHADER\n"
305 " VertexColor = Attrib_Color;\n"
306 "#ifdef USEDIFFUSE\n"
307 " TexCoord1 = Attrib_TexCoord0.xy;\n"
309 "#ifdef USESPECULAR\n"
310 " TexCoord2 = Attrib_TexCoord1.xy;\n"
312 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
314 " gl_Position = TrippyVertex(gl_Position);\n"
319 "#ifdef FRAGMENT_SHADER\n"
320 "#ifdef USEDIFFUSE\n"
321 "uniform sampler2D Texture_First;\n"
323 "#ifdef USESPECULAR\n"
324 "uniform sampler2D Texture_Second;\n"
326 "#ifdef USEGAMMARAMPS\n"
327 "uniform sampler2D Texture_GammaRamps;\n"
332 "#ifdef USEVIEWTINT\n"
333 " dp_FragColor = VertexColor;\n"
335 " dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
337 "#ifdef USEDIFFUSE\n"
338 " dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n"
341 "#ifdef USESPECULAR\n"
342 " vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n"
343 "# ifdef USECOLORMAPPING\n"
344 " dp_FragColor *= tex2;\n"
347 " dp_FragColor += tex2;\n"
349 "# ifdef USEVERTEXTEXTUREBLEND\n"
350 " dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n"
353 "#ifdef USEGAMMARAMPS\n"
354 " dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
355 " dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
356 " dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
360 "#else // !MODE_GENERIC\n"
365 "#ifdef MODE_BLOOMBLUR\n"
366 "dp_varying mediump vec2 TexCoord;\n"
367 "#ifdef VERTEX_SHADER\n"
370 " VertexColor = Attrib_Color;\n"
371 " TexCoord = Attrib_TexCoord0.xy;\n"
372 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
376 "#ifdef FRAGMENT_SHADER\n"
377 "uniform sampler2D Texture_First;\n"
378 "uniform mediump vec4 BloomBlur_Parameters;\n"
383 " vec2 tc = TexCoord;\n"
384 " vec3 color = dp_texture2D(Texture_First, tc).rgb;\n"
385 " tc += BloomBlur_Parameters.xy;\n"
386 " for (i = 1;i < SAMPLES;i++)\n"
388 " color += dp_texture2D(Texture_First, tc).rgb;\n"
389 " tc += BloomBlur_Parameters.xy;\n"
391 " dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
394 "#else // !MODE_BLOOMBLUR\n"
395 "#ifdef MODE_REFRACTION\n"
396 "dp_varying mediump vec2 TexCoord;\n"
397 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
398 "uniform highp mat4 TexMatrix;\n"
399 "#ifdef VERTEX_SHADER\n"
403 " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
404 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
405 " ModelViewProjectionPosition = gl_Position;\n"
407 " gl_Position = TrippyVertex(gl_Position);\n"
412 "#ifdef FRAGMENT_SHADER\n"
413 "uniform sampler2D Texture_Normal;\n"
414 "uniform sampler2D Texture_Refraction;\n"
416 "uniform mediump vec4 DistortScaleRefractReflect;\n"
417 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
418 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
419 "uniform mediump vec4 RefractColor;\n"
420 "uniform mediump vec4 ReflectColor;\n"
421 "uniform highp float ClientTime;\n"
422 "#ifdef USENORMALMAPSCROLLBLEND\n"
423 "uniform highp vec2 NormalmapScrollBlend;\n"
428 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
429 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
430 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
431 " #ifdef USENORMALMAPSCROLLBLEND\n"
432 " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
433 " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
434 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.xy;\n"
436 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
438 " // FIXME temporary hack to detect the case that the reflection\n"
439 " // gets blackened at edges due to leaving the area that contains actual\n"
441 " // Remove this 'ack once we have a better way to stop this thing from\n"
443 " float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
444 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
445 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
446 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
447 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
448 " dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
451 "#else // !MODE_REFRACTION\n"
456 "#ifdef MODE_WATER\n"
457 "dp_varying mediump vec2 TexCoord;\n"
458 "dp_varying highp vec3 EyeVector;\n"
459 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
460 "#ifdef VERTEX_SHADER\n"
461 "uniform highp vec3 EyePosition;\n"
462 "uniform highp mat4 TexMatrix;\n"
466 " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
467 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
468 " EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
469 " EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
470 " EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
471 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
472 " ModelViewProjectionPosition = gl_Position;\n"
474 " gl_Position = TrippyVertex(gl_Position);\n"
479 "#ifdef FRAGMENT_SHADER\n"
480 "uniform sampler2D Texture_Normal;\n"
481 "uniform sampler2D Texture_Refraction;\n"
482 "uniform sampler2D Texture_Reflection;\n"
484 "uniform mediump vec4 DistortScaleRefractReflect;\n"
485 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
486 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
487 "uniform mediump vec4 RefractColor;\n"
488 "uniform mediump vec4 ReflectColor;\n"
489 "uniform mediump float ReflectFactor;\n"
490 "uniform mediump float ReflectOffset;\n"
491 "uniform highp float ClientTime;\n"
492 "#ifdef USENORMALMAPSCROLLBLEND\n"
493 "uniform highp vec2 NormalmapScrollBlend;\n"
498 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
499 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
500 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
501 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
502 " // slight water animation via 2 layer scrolling (todo: tweak)\n"
503 " #ifdef USENORMALMAPSCROLLBLEND\n"
504 " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
505 " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
506 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
508 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
510 " // FIXME temporary hack to detect the case that the reflection\n"
511 " // gets blackened at edges due to leaving the area that contains actual\n"
513 " // Remove this 'ack once we have a better way to stop this thing from\n"
515 " float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
516 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
517 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
518 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
519 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
520 " f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
521 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
522 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
523 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
524 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
525 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
526 " 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"
529 "#else // !MODE_WATER\n"
534 "// common definitions between vertex shader and fragment shader:\n"
536 "dp_varying mediump vec4 TexCoordSurfaceLightmap;\n"
537 "#ifdef USEVERTEXTEXTUREBLEND\n"
538 "dp_varying mediump vec2 TexCoord2;\n"
541 "#ifdef MODE_LIGHTSOURCE\n"
542 "dp_varying mediump vec3 CubeVector;\n"
545 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
546 "dp_varying mediump vec3 LightVector;\n"
549 "#ifdef USEEYEVECTOR\n"
550 "dp_varying highp vec4 EyeVectorFogDepth;\n"
553 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
554 "dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
555 "dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
556 "dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n"
559 "dp_varying highp vec3 EyeVectorModelSpace;\n"
563 "#ifdef USEREFLECTION\n"
564 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
566 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
567 "uniform highp vec3 LightPosition;\n"
568 "dp_varying highp vec4 ModelViewPosition;\n"
571 "#ifdef MODE_LIGHTSOURCE\n"
572 "uniform highp vec3 LightPosition;\n"
574 "uniform highp vec3 EyePosition;\n"
575 "#ifdef MODE_LIGHTDIRECTION\n"
576 "uniform highp vec3 LightDir;\n"
578 "uniform highp vec4 FogPlane;\n"
580 "#ifdef USESHADOWMAPORTHO\n"
581 "dp_varying highp vec3 ShadowMapTC;\n"
584 "#ifdef USEBOUNCEGRID\n"
585 "dp_varying highp vec3 BounceGridTexCoord;\n"
593 "// 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"
595 "// fragment shader specific:\n"
596 "#ifdef FRAGMENT_SHADER\n"
598 "uniform sampler2D Texture_Normal;\n"
599 "uniform sampler2D Texture_Color;\n"
600 "uniform sampler2D Texture_Gloss;\n"
602 "uniform sampler2D Texture_Glow;\n"
604 "#ifdef USEVERTEXTEXTUREBLEND\n"
605 "uniform sampler2D Texture_SecondaryNormal;\n"
606 "uniform sampler2D Texture_SecondaryColor;\n"
607 "uniform sampler2D Texture_SecondaryGloss;\n"
609 "uniform sampler2D Texture_SecondaryGlow;\n"
612 "#ifdef USECOLORMAPPING\n"
613 "uniform sampler2D Texture_Pants;\n"
614 "uniform sampler2D Texture_Shirt;\n"
617 "#ifdef USEFOGHEIGHTTEXTURE\n"
618 "uniform sampler2D Texture_FogHeightTexture;\n"
620 "uniform sampler2D Texture_FogMask;\n"
622 "#ifdef USELIGHTMAP\n"
623 "uniform sampler2D Texture_Lightmap;\n"
625 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
626 "uniform sampler2D Texture_Deluxemap;\n"
628 "#ifdef USEREFLECTION\n"
629 "uniform sampler2D Texture_Reflection;\n"
632 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
633 "uniform sampler2D Texture_ScreenDepth;\n"
634 "uniform sampler2D Texture_ScreenNormalMap;\n"
636 "#ifdef USEDEFERREDLIGHTMAP\n"
637 "uniform sampler2D Texture_ScreenDiffuse;\n"
638 "uniform sampler2D Texture_ScreenSpecular;\n"
641 "uniform mediump vec3 Color_Pants;\n"
642 "uniform mediump vec3 Color_Shirt;\n"
643 "uniform mediump vec3 FogColor;\n"
646 "uniform highp float FogRangeRecip;\n"
647 "uniform highp float FogPlaneViewDist;\n"
648 "uniform highp float FogHeightFade;\n"
649 "vec3 FogVertex(vec4 surfacecolor)\n"
651 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
652 " vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n"
654 " float FogPlaneVertexDist = EyeVectorFogDepth.w;\n"
656 " vec3 fc = FogColor;\n"
657 "#ifdef USEFOGALPHAHACK\n"
658 " fc *= surfacecolor.a;\n"
660 "#ifdef USEFOGHEIGHTTEXTURE\n"
661 " vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
662 " fogfrac = fogheightpixel.a;\n"
663 " return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
665 "# ifdef USEFOGOUTSIDE\n"
666 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
668 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
670 " return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
675 "#ifdef USEOFFSETMAPPING\n"
676 "uniform mediump vec4 OffsetMapping_ScaleSteps;\n"
677 "vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
680 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
682 " // 14 sample relief mapping: linear search and then binary search\n"
683 " // this basically steps forward a small amount repeatedly until it finds\n"
684 " // itself inside solid, then jitters forward and back using decreasing\n"
685 " // amounts to find the impact\n"
686 " //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_ScaleSteps.x) * vec2(-1, 1), -1);\n"
687 " //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * OffsetMapping_ScaleSteps.x * vec2(-1, 1), -1);\n"
688 " vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_ScaleSteps.x * vec2(-1, 1), -1);\n"
689 " vec3 RT = vec3(TexCoord, 1);\n"
690 " OffsetVector *= OffsetMapping_ScaleSteps.z;\n"
691 " for(i = 1.0; i < OffsetMapping_ScaleSteps.y; ++i)\n"
692 " RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
693 " for(i = 0.0, f = 1.0; i < OffsetMapping_ScaleSteps.w; ++i, f *= 0.5)\n"
694 " RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n"
697 " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
698 " //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_ScaleSteps.x) * vec2(-1, 1));\n"
699 " //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * OffsetMapping_ScaleSteps.x * vec2(-1, 1));\n"
700 " vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_ScaleSteps.x * vec2(-1, 1));\n"
701 " OffsetVector *= OffsetMapping_ScaleSteps.z;\n"
702 " for(i = 0.0; i < OffsetMapping_ScaleSteps.y; ++i)\n"
703 " TexCoord += OffsetVector * (1.0 - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
704 " return TexCoord;\n"
707 "#endif // USEOFFSETMAPPING\n"
709 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
710 "uniform sampler2D Texture_Attenuation;\n"
711 "uniform samplerCube Texture_Cube;\n"
714 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
716 "#ifdef USESHADOWMAP2D\n"
717 "# ifdef USESHADOWSAMPLER\n"
718 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
720 "uniform sampler2D Texture_ShadowMap2D;\n"
724 "#ifdef USESHADOWMAPVSDCT\n"
725 "uniform samplerCube Texture_CubeProjection;\n"
728 "#if defined(USESHADOWMAP2D)\n"
729 "uniform mediump vec2 ShadowMap_TextureScale;\n"
730 "uniform mediump vec4 ShadowMap_Parameters;\n"
733 "#if defined(USESHADOWMAP2D)\n"
734 "# ifdef USESHADOWMAPORTHO\n"
735 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
737 "# ifdef USESHADOWMAPVSDCT\n"
738 "vec3 GetShadowMapTC2D(vec3 dir)\n"
740 " vec3 adir = abs(dir);\n"
741 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
742 " vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n"
743 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
746 "vec3 GetShadowMapTC2D(vec3 dir)\n"
748 " vec3 adir = abs(dir);\n"
749 " float ma = adir.z;\n"
750 " vec4 proj = vec4(dir, 2.5);\n"
751 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
752 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
753 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
754 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
758 "#endif // defined(USESHADOWMAP2D)\n"
760 "# ifdef USESHADOWMAP2D\n"
761 "float ShadowMapCompare(vec3 dir)\n"
763 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
766 "# ifdef USESHADOWSAMPLER\n"
767 "# ifdef USESHADOWMAPPCF\n"
768 "# define texval(x, y) dp_shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)) \n"
769 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
770 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
772 " f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n"
775 "# ifdef USESHADOWMAPPCF\n"
776 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
777 "# ifdef GL_ARB_texture_gather\n"
778 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
780 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
782 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
783 "# if USESHADOWMAPPCF > 1\n"
784 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
785 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
786 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
787 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
788 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
789 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
790 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
791 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
792 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
793 " vec4 locols = vec4(group1.ab, group3.ab);\n"
794 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
795 " locols.yz += group2.ab;\n"
796 " hicols.yz += group8.rg;\n"
797 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
798 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
799 " mix(locols, hicols, offset.y);\n"
800 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
801 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
802 " f = dot(cols, vec4(1.0/25.0));\n"
804 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
805 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
806 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
807 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
808 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
809 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
810 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
813 "# ifdef GL_EXT_gpu_shader4\n"
814 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
816 "# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
818 "# if USESHADOWMAPPCF > 1\n"
819 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
820 " center *= ShadowMap_TextureScale;\n"
821 " 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"
822 " 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"
823 " 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"
824 " 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"
825 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
826 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
828 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
829 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
830 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
831 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
832 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
833 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
837 " f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
840 "# ifdef USESHADOWMAPORTHO\n"
841 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
847 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
848 "#endif // FRAGMENT_SHADER\n"
853 "#ifdef MODE_DEFERREDGEOMETRY\n"
854 "#ifdef VERTEX_SHADER\n"
855 "uniform highp mat4 TexMatrix;\n"
856 "#ifdef USEVERTEXTEXTUREBLEND\n"
857 "uniform highp mat4 BackgroundTexMatrix;\n"
859 "uniform highp mat4 ModelViewMatrix;\n"
862 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
863 "#ifdef USEVERTEXTEXTUREBLEND\n"
864 " VertexColor = Attrib_Color;\n"
865 " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
868 " // transform unnormalized eye direction into tangent space\n"
869 "#ifdef USEOFFSETMAPPING\n"
870 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
871 " EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
872 " EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
873 " EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
874 " EyeVectorFogDepth.w = 0.0;\n"
877 " VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n"
878 " VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n"
879 " VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n"
880 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
882 " gl_Position = TrippyVertex(gl_Position);\n"
885 "#endif // VERTEX_SHADER\n"
887 "#ifdef FRAGMENT_SHADER\n"
890 "#ifdef USEOFFSETMAPPING\n"
891 " // apply offsetmapping\n"
892 " vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
893 " vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
894 " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
895 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
897 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
900 "#ifdef USEALPHAKILL\n"
901 " if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n"
905 "#ifdef USEVERTEXTEXTUREBLEND\n"
906 " float alpha = offsetMappedTexture2D(Texture_Color).a;\n"
907 " float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
908 " //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n"
909 " //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n"
912 "#ifdef USEVERTEXTEXTUREBLEND\n"
913 " vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
914 " float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n"
916 " vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n"
917 " float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
920 " dp_FragColor = vec4(normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
922 "#endif // FRAGMENT_SHADER\n"
923 "#else // !MODE_DEFERREDGEOMETRY\n"
928 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
929 "#ifdef VERTEX_SHADER\n"
930 "uniform highp mat4 ModelViewMatrix;\n"
933 " ModelViewPosition = ModelViewMatrix * Attrib_Position;\n"
934 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
936 "#endif // VERTEX_SHADER\n"
938 "#ifdef FRAGMENT_SHADER\n"
939 "uniform highp mat4 ViewToLight;\n"
940 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
941 "uniform highp vec2 ScreenToDepth;\n"
942 "uniform myhalf3 DeferredColor_Ambient;\n"
943 "uniform myhalf3 DeferredColor_Diffuse;\n"
944 "#ifdef USESPECULAR\n"
945 "uniform myhalf3 DeferredColor_Specular;\n"
946 "uniform myhalf SpecularPower;\n"
948 "uniform myhalf2 PixelToScreenTexCoord;\n"
951 " // calculate viewspace pixel position\n"
952 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
954 " position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
955 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
956 " // decode viewspace pixel normal\n"
957 " myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
958 " myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n"
959 " // surfacenormal = pixel normal in viewspace\n"
960 " // LightVector = pixel to light in viewspace\n"
961 " // CubeVector = position in lightspace\n"
962 " // eyevector = pixel to view in viewspace\n"
963 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
964 " myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
965 "#ifdef USEDIFFUSE\n"
966 " // calculate diffuse shading\n"
967 " myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));\n"
968 " myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
970 "#ifdef USESPECULAR\n"
971 " // calculate directional shading\n"
972 " vec3 eyevector = position * -1.0;\n"
973 "# ifdef USEEXACTSPECULARMATH\n"
974 " myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, FLT_MIN)), SpecularPower * normalmap.a);\n"
976 " myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(eyevector)));\n"
977 " myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), FLT_MIN)), SpecularPower * normalmap.a);\n"
981 "#if defined(USESHADOWMAP2D)\n"
982 " fade *= ShadowMapCompare(CubeVector);\n"
985 "#ifdef USESPECULAR\n"
986 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
987 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
988 "# ifdef USECUBEFILTER\n"
989 " vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
990 " gl_FragData[0].rgb *= cubecolor;\n"
991 " gl_FragData[1].rgb *= cubecolor;\n"
994 "# ifdef USEDIFFUSE\n"
995 " gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
997 " gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n"
999 "# ifdef USECUBEFILTER\n"
1000 " vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
1001 " gl_FragColor.rgb *= cubecolor;\n"
1006 "#endif // FRAGMENT_SHADER\n"
1007 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1012 "#ifdef VERTEX_SHADER\n"
1013 "uniform highp mat4 TexMatrix;\n"
1014 "#ifdef USEVERTEXTEXTUREBLEND\n"
1015 "uniform highp mat4 BackgroundTexMatrix;\n"
1017 "#ifdef MODE_LIGHTSOURCE\n"
1018 "uniform highp mat4 ModelToLight;\n"
1020 "#ifdef USESHADOWMAPORTHO\n"
1021 "uniform highp mat4 ShadowMapMatrix;\n"
1023 "#ifdef USEBOUNCEGRID\n"
1024 "uniform highp mat4 BounceGridMatrix;\n"
1028 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
1029 " VertexColor = Attrib_Color;\n"
1031 " // copy the surface texcoord\n"
1032 "#ifdef USELIGHTMAP\n"
1033 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n"
1035 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
1037 "#ifdef USEVERTEXTEXTUREBLEND\n"
1038 " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
1041 "#ifdef USEBOUNCEGRID\n"
1042 " BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n"
1043 "#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
1044 " BounceGridTexCoord.z *= 0.125;\n"
1048 "#ifdef MODE_LIGHTSOURCE\n"
1049 " // transform vertex position into light attenuation/cubemap space\n"
1050 " // (-1 to +1 across the light box)\n"
1051 " CubeVector = vec3(ModelToLight * Attrib_Position);\n"
1053 "# ifdef USEDIFFUSE\n"
1054 " // transform unnormalized light direction into tangent space\n"
1055 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1056 " // normalize it per pixel)\n"
1057 " vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n"
1058 " LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n"
1059 " LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n"
1060 " LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n"
1064 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1065 " LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n"
1066 " LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n"
1067 " LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n"
1070 " // transform unnormalized eye direction into tangent space\n"
1071 "#ifdef USEEYEVECTOR\n"
1072 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
1073 " EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
1074 " EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
1075 " EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
1077 " EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n"
1079 " EyeVectorFogDepth.w = 0.0;\n"
1084 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
1086 " VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n"
1087 " VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n"
1088 " VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n"
1090 " VectorS = vec4(Attrib_TexCoord1, 0);\n"
1091 " VectorT = vec4(Attrib_TexCoord2, 0);\n"
1092 " VectorR = vec4(Attrib_TexCoord3, 0);\n"
1096 " EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
1100 " // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n"
1101 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
1103 "#ifdef USESHADOWMAPORTHO\n"
1104 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1107 "#ifdef USEREFLECTION\n"
1108 " ModelViewProjectionPosition = gl_Position;\n"
1110 "#ifdef USETRIPPY\n"
1111 " gl_Position = TrippyVertex(gl_Position);\n"
1114 "#endif // VERTEX_SHADER\n"
1119 "#ifdef FRAGMENT_SHADER\n"
1120 "#ifdef USEDEFERREDLIGHTMAP\n"
1121 "uniform myhalf2 PixelToScreenTexCoord;\n"
1122 "uniform myhalf3 DeferredMod_Diffuse;\n"
1123 "uniform myhalf3 DeferredMod_Specular;\n"
1125 "uniform myhalf3 Color_Ambient;\n"
1126 "uniform myhalf3 Color_Diffuse;\n"
1127 "uniform myhalf3 Color_Specular;\n"
1128 "uniform myhalf SpecularPower;\n"
1130 "uniform myhalf3 Color_Glow;\n"
1132 "uniform myhalf Alpha;\n"
1133 "#ifdef USEREFLECTION\n"
1134 "uniform mediump vec4 DistortScaleRefractReflect;\n"
1135 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
1136 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
1137 "uniform mediump vec4 ReflectColor;\n"
1139 "#ifdef USEREFLECTCUBE\n"
1140 "uniform highp mat4 ModelToReflectCube;\n"
1141 "uniform sampler2D Texture_ReflectMask;\n"
1142 "uniform samplerCube Texture_ReflectCube;\n"
1144 "#ifdef MODE_LIGHTDIRECTION\n"
1145 "uniform myhalf3 LightColor;\n"
1147 "#ifdef MODE_LIGHTSOURCE\n"
1148 "uniform myhalf3 LightColor;\n"
1150 "#ifdef USEBOUNCEGRID\n"
1151 "uniform sampler3D Texture_BounceGrid;\n"
1152 "uniform float BounceGridIntensity;\n"
1153 "uniform highp mat4 BounceGridMatrix;\n"
1155 "uniform highp float ClientTime;\n"
1156 "#ifdef USENORMALMAPSCROLLBLEND\n"
1157 "uniform highp vec2 NormalmapScrollBlend;\n"
1161 "#ifdef USEOFFSETMAPPING\n"
1162 " // apply offsetmapping\n"
1163 " vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
1164 " vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
1165 " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
1166 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
1167 "# define TexCoord TexCoordOffset\n"
1169 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
1170 "# define TexCoord TexCoordSurfaceLightmap.xy\n"
1173 " // combine the diffuse textures (base, pants, shirt)\n"
1174 " myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));\n"
1175 "#ifdef USEALPHAKILL\n"
1176 " if (color.a < 0.5)\n"
1179 " color.a *= Alpha;\n"
1180 "#ifdef USECOLORMAPPING\n"
1181 " color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n"
1183 "#ifdef USEVERTEXTEXTUREBLEND\n"
1184 "#ifdef USEBOTHALPHAS\n"
1185 " myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n"
1186 " myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));\n"
1187 " color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n"
1189 " myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));\n"
1190 " //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));\n"
1191 " //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;\n"
1192 " color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1195 " //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1198 " // get the surface normal\n"
1199 "#ifdef USEVERTEXTEXTUREBLEND\n"
1200 " 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"
1202 " myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));\n"
1205 " // get the material colors\n"
1206 " myhalf3 diffusetex = color.rgb;\n"
1207 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1208 "# ifdef USEVERTEXTEXTUREBLEND\n"
1209 " myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n"
1211 " myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));\n"
1215 "#ifdef USEREFLECTCUBE\n"
1216 " vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n"
1217 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n"
1218 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1219 " diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1225 "#ifdef MODE_LIGHTSOURCE\n"
1226 " // light source\n"
1227 "#ifdef USEDIFFUSE\n"
1228 " myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n"
1229 " myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1230 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1231 "#ifdef USESPECULAR\n"
1232 "#ifdef USEEXACTSPECULARMATH\n"
1233 " myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, FLT_MIN)), SpecularPower * glosstex.a);\n"
1235 " myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
1236 " myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), FLT_MIN)), SpecularPower * glosstex.a);\n"
1238 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1241 " color.rgb = diffusetex * Color_Ambient;\n"
1243 " color.rgb *= LightColor;\n"
1244 " color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1245 "#if defined(USESHADOWMAP2D)\n"
1246 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1248 "# ifdef USECUBEFILTER\n"
1249 " color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n"
1251 "#endif // MODE_LIGHTSOURCE\n"
1256 "#ifdef MODE_LIGHTDIRECTION\n"
1257 " #define SHADING\n"
1258 " #ifdef USEDIFFUSE\n"
1259 " myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n"
1261 " #define lightcolor LightColor\n"
1262 "#endif // MODE_LIGHTDIRECTION\n"
1263 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1264 " #define SHADING\n"
1265 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1266 " myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n"
1267 " myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1268 " // convert modelspace light vector to tangentspace\n"
1269 " myhalf3 lightnormal;\n"
1270 " lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n"
1271 " lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n"
1272 " lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));\n"
1273 " lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
1274 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1275 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1276 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1277 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1278 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1279 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1280 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1281 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1282 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1283 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1284 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1285 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1286 " #define SHADING\n"
1287 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1288 " myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n"
1289 " myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1291 "#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
1292 " #define SHADING\n"
1293 " // forced deluxemap on lightmapped/vertexlit surfaces\n"
1294 " myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);\n"
1295 " #ifdef USELIGHTMAP\n"
1296 " myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1298 " myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n"
1301 "#ifdef MODE_FAKELIGHT\n"
1302 " #define SHADING\n"
1303 " myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n"
1304 " myhalf3 lightcolor = cast_myhalf3(1.0);\n"
1305 "#endif // MODE_FAKELIGHT\n"
1310 "#ifdef MODE_LIGHTMAP\n"
1311 " color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n"
1312 "#endif // MODE_LIGHTMAP\n"
1313 "#ifdef MODE_VERTEXCOLOR\n"
1314 " color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);\n"
1315 "#endif // MODE_VERTEXCOLOR\n"
1316 "#ifdef MODE_FLATCOLOR\n"
1317 " color.rgb = diffusetex * Color_Ambient;\n"
1318 "#endif // MODE_FLATCOLOR\n"
1324 "# ifdef USEDIFFUSE\n"
1325 " myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1326 "# ifdef USESPECULAR\n"
1327 "# ifdef USEEXACTSPECULARMATH\n"
1328 " myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, FLT_MIN)), SpecularPower * glosstex.a);\n"
1330 " myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
1331 " myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), FLT_MIN)), SpecularPower * glosstex.a);\n"
1333 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1335 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1338 " color.rgb = diffusetex * Color_Ambient;\n"
1342 "#ifdef USESHADOWMAPORTHO\n"
1343 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1346 "#ifdef USEDEFERREDLIGHTMAP\n"
1347 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1348 " color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1349 " color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1352 "#ifdef USEBOUNCEGRID\n"
1353 "#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
1354 "// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord ));\n"
1355 "// 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"
1356 " myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n"
1357 " myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n"
1358 " myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n"
1359 " myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n"
1360 " myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n"
1361 " myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n"
1362 " myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n"
1363 " myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n"
1364 " myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n"
1365 "// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);\n"
1366 " myhalf3 bouncegrid_light = cast_myhalf3(\n"
1367 " dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n"
1368 " dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n"
1369 " dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n"
1370 " color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n"
1371 "// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n"
1373 " color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n"
1378 "#ifdef USEVERTEXTEXTUREBLEND\n"
1379 " color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n"
1381 " color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n"
1386 " color.rgb = FogVertex(color);\n"
1389 " // 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"
1390 "#ifdef USEREFLECTION\n"
1391 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1392 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1393 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1394 " #ifdef USENORMALMAPSCROLLBLEND\n"
1395 "# ifdef USEOFFSETMAPPING\n"
1396 " 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"
1398 " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
1400 " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
1401 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n"
1403 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1405 " // FIXME temporary hack to detect the case that the reflection\n"
1406 " // gets blackened at edges due to leaving the area that contains actual\n"
1408 " // Remove this 'ack once we have a better way to stop this thing from\n"
1410 " float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1411 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1412 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1413 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1414 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1415 " color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1418 " dp_FragColor = vec4(color);\n"
1420 "#endif // FRAGMENT_SHADER\n"
1422 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1423 "#endif // !MODE_DEFERREDGEOMETRY\n"
1424 "#endif // !MODE_WATER\n"
1425 "#endif // !MODE_REFRACTION\n"
1426 "#endif // !MODE_BLOOMBLUR\n"
1427 "#endif // !MODE_GENERIC\n"
1428 "#endif // !MODE_POSTPROCESS\n"
1429 "#endif // !MODE_SHOWDEPTH\n"
1430 "#endif // !MODE_DEPTH_OR_SHADOW\n"