"// written by Forest 'LordHavoc' Hale\n",
"// shadowmapping enhancements by Lee 'eihrul' Salzman\n",
"\n",
-"#ifdef USESKELETAL\n",
+"#if defined(USESKELETAL) || defined(USEOCCLUDE)\n",
"# ifdef GL_ARB_uniform_buffer_object\n",
"# extension GL_ARB_uniform_buffer_object : enable\n",
"# endif\n",
"# endif\n",
"#endif\n",
"\n",
+"#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)\n"
+"invariant gl_Position; // fix for lighting polygons not matching base surface\n",
+"# endif\n",
"#if defined(GLSL130) || defined(GLSL140)\n",
"precision highp float;\n",
"# ifdef VERTEX_SHADER\n",
"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n",
"# define USELIGHTMAP\n",
"#endif\n",
-"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n",
+"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(USEFOG)\n",
"# define USEEYEVECTOR\n",
"#endif\n",
"\n",
" float minreduct = (1.0 / 128.0);\n",
"\n",
" // directions\n",
-" vec3 NW = texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;\n",
-" vec3 NE = texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;\n",
-" vec3 SW = texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;\n",
-" vec3 SE = texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;\n",
-" vec3 M = texture2D(Texture_First, TexCoord1).xyz;\n",
+" vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;\n",
+" vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;\n",
+" vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;\n",
+" vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;\n",
+" vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;\n",
"\n",
" // luminance directions\n",
" vec3 luma = vec3(0.299, 0.587, 0.114);\n",
" dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;\n",
"\n",
" vec3 rA = (1.0/2.0) * (\n",
-" texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +\n",
-" texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);\n",
+" dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +\n",
+" dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);\n",
" vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (\n",
-" texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +\n",
-" texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);\n",
+" dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +\n",
+" dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);\n",
" float lB = dot(rB, luma);\n",
"\n",
" ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;\n",
"#ifdef USEPOSTPROCESSING\n",
"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n",
"// 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",
+"#if defined(USERVEC1) || defined(USERVEC2)\n",
" float sobel = 1.0;\n",
" // vec2 ts = textureSize(Texture_First, 0);\n",
" // vec2 px = vec2(1/ts.x, 1/ts.y);\n",
" dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n",
" dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n",
"#endif\n",
+"#endif\n",
"\n",
"#ifdef USEBLOOM\n",
" dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
"#endif\n",
"\n",
"#if defined(USESHADOWMAP2D)\n",
-"uniform mediump vec2 ShadowMap_TextureScale;\n",
+"uniform mediump vec4 ShadowMap_TextureScale;\n",
"uniform mediump vec4 ShadowMap_Parameters;\n",
"#endif\n",
"\n",
"#if defined(USESHADOWMAP2D)\n",
"# ifdef USESHADOWMAPORTHO\n",
-"# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n",
+"# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))\n",
"# else\n",
"# ifdef USESHADOWMAPVSDCT\n",
"vec3 GetShadowMapTC2D(vec3 dir)\n",
"# ifdef USESHADOWMAP2D\n",
"float ShadowMapCompare(vec3 dir)\n",
"{\n",
-" vec3 shadowmaptc = GetShadowMapTC2D(dir);\n",
+" vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);\n",
" float f;\n",
"\n",
"# ifdef USEDEPTHRGB\n",
"# ifdef USESHADOWMAPPCF\n",
-"# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale))\n",
+"# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))\n",
"# if USESHADOWMAPPCF > 1\n",
" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n",
-" center *= ShadowMap_TextureScale;\n",
+" center *= ShadowMap_TextureScale.xy;\n",
" 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",
" 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",
" 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",
" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n",
" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n",
"# else\n",
-" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n",
+" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);\n",
" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n",
" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n",
" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n",
" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n",
"# endif\n",
"# else\n",
-" f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale)));\n",
+" f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));\n",
"# endif\n",
"# else\n",
"# ifdef USESHADOWSAMPLER\n",
" vec2 offset = fract(shadowmaptc.xy - 0.5);\n",
" vec4 size = vec4(offset + 1.0, 2.0 - offset);\n",
"# if USESHADOWMAPPCF > 1\n",
-" vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale;\n",
+" vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;\n",
" vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n",
" f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +\n",
" (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",
" f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));\n",
"# endif \n",
"# else\n",
-" f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n",
+" f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));\n",
"# endif\n",
"# else\n",
"# ifdef USESHADOWMAPPCF\n",
"# ifdef GL_ARB_texture_gather\n",
"# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n",
"# else\n",
-"# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n",
+"# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)\n",
"# endif\n",
-" vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n",
+" vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;\n",
"# if USESHADOWMAPPCF > 1\n",
" vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n",
" vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n",
"# ifdef GL_EXT_gpu_shader4\n",
"# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n",
"# else\n",
-"# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n",
+"# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r \n",
"# endif\n",
"# if USESHADOWMAPPCF > 1\n",
" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n",
-" center *= ShadowMap_TextureScale;\n",
+" center *= ShadowMap_TextureScale.xy;\n",
" 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",
" 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",
" 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",
" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n",
" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n",
"# else\n",
-" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n",
+" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);\n",
" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n",
" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n",
" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n",
"# endif\n",
"# endif\n",
"# else\n",
-" f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n",
+" f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);\n",
"# endif\n",
"# endif\n",
"# endif\n",
"uniform sampler2D Texture_ReflectMask;\n",
"uniform samplerCube Texture_ReflectCube;\n",
"#endif\n",
-"#ifdef MODE_LIGHTDIRECTION\n",
-"uniform myhalf3 LightColor;\n",
-"#endif\n",
-"#ifdef MODE_LIGHTSOURCE\n",
-"uniform myhalf3 LightColor;\n",
-"#endif\n",
"#ifdef USEBOUNCEGRID\n",
"uniform sampler3D Texture_BounceGrid;\n",
"uniform float BounceGridIntensity;\n",
"#ifdef USENORMALMAPSCROLLBLEND\n",
"uniform highp vec2 NormalmapScrollBlend;\n",
"#endif\n",
+"#ifdef USEOCCLUDE\n",
+"uniform occludeQuery {\n",
+" uint visiblepixels;\n",
+" uint allpixels;\n",
+"};\n",
+"#endif\n",
"void main(void)\n",
"{\n",
"#ifdef USEOFFSETMAPPING\n",
"#else\n",
" color.rgb = diffusetex * Color_Ambient;\n",
"#endif\n",
-" color.rgb *= LightColor;\n",
" color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n",
"#if defined(USESHADOWMAP2D)\n",
" color.rgb *= ShadowMapCompare(CubeVector);\n",
" #ifdef USEDIFFUSE\n",
" myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n",
" #endif\n",
-" #define lightcolor LightColor\n",
+" #define lightcolor 1\n",
"#endif // MODE_LIGHTDIRECTION\n",
"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
" #define SHADING\n",
" myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n",
" #endif\n",
"#endif\n",
-"#ifdef MODE_FAKELIGHT\n",
-" #define SHADING\n",
-" myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n",
-" myhalf3 lightcolor = cast_myhalf3(1.0);\n",
-"#endif // MODE_FAKELIGHT\n",
"\n",
"\n",
"\n",
" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n",
" color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n",
"#endif\n",
+"#ifdef USEOCCLUDE\n",
+" color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);\n",
+"#endif\n",
"\n",
" dp_FragColor = vec4(color);\n",
"}\n",