"// written by Forest 'LordHavoc' Hale\n"
"// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
"\n"
-"// GL ES shaders use precision modifiers, standard GL does not\n"
-"#ifndef GL_ES\n"
-"#define lowp\n"
-"#define mediump\n"
-"#define highp\n"
+"#ifdef USECELSHADING\n"
+"# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));\n"
+"# ifdef USEEXACTSPECULARMATH\n"
+"# 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"
+"# else\n"
+"# 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"
+"# endif\n"
+"#else\n"
+"# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
+"# ifdef USEEXACTSPECULARMATH\n"
+"# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);\n"
+"# else\n"
+"# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);\n"
+"# endif\n"
"#endif\n"
"\n"
-"#if __VERSION__ >= 130\n"
+"#ifdef GLSL130\n"
+"precision highp float;\n"
"# ifdef VERTEX_SHADER\n"
"# define dp_varying out\n"
"# define dp_attribute in\n"
"# define dp_attribute in\n"
"# endif\n"
"# define dp_offsetmapping_dFdx dFdx\n"
-"# define dp_offsetmapping_dFdy dFdx\n"
+"# define dp_offsetmapping_dFdy dFdy\n"
"# define dp_textureGrad textureGrad\n"
+"# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))\n"
"# define dp_texture2D texture\n"
"# define dp_texture3D texture\n"
"# define dp_textureCube texture\n"
+"# define dp_shadow2D(a,b) float(texture(a,b))\n"
"#else\n"
"# ifdef FRAGMENT_SHADER\n"
"# define dp_FragColor gl_FragColor\n"
"# endif\n"
"# define dp_varying varying\n"
"# define dp_attribute attribute\n"
-"# define dp_offsetmapping_dFdx(a) 0\n"
-"# define dp_offsetmapping_dFdy(a) 0\n"
-"# define dp_textureGrad(a,b,c,d) dp_texture2D(a,b)\n"
+"# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)\n"
+"# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)\n"
+"# define dp_textureGrad(a,b,c,d) texture2D(a,b)\n"
+"# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))\n"
"# define dp_texture2D texture2D\n"
"# define dp_texture3D texture3D\n"
"# define dp_textureCube textureCube\n"
+"# define dp_shadow2D(a,b) float(shadow2D(a,b))\n"
+"#endif\n"
+"\n"
+"// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n"
+"// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n"
+"#ifndef GL_ES\n"
+"#define lowp\n"
+"#define mediump\n"
+"#define highp\n"
+"#endif\n"
+"\n"
+"#ifdef USEDEPTHRGB\n"
+" // for 565 RGB we'd need to use different multipliers\n"
+"#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))\n"
+"#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"
"#endif\n"
"\n"
"#ifdef VERTEX_SHADER\n"
"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
"# define USEFOG\n"
"#endif\n"
-"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\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"
"//# define myhalf2 half2\n"
"//# define myhalf3 half3\n"
"//# define myhalf4 half4\n"
+"//# define cast_myhalf half\n"
+"//# define cast_myhalf2 half2\n"
+"//# define cast_myhalf3 half3\n"
+"//# define cast_myhalf4 half4\n"
"//#else\n"
"# define myhalf mediump float\n"
"# define myhalf2 mediump vec2\n"
"# define myhalf3 mediump vec3\n"
"# define myhalf4 mediump vec4\n"
+"# define cast_myhalf float\n"
+"# define cast_myhalf2 vec2\n"
+"# define cast_myhalf3 vec3\n"
+"# define cast_myhalf4 vec4\n"
"//#endif\n"
"\n"
"#ifdef VERTEX_SHADER\n"
"uniform highp mat4 ModelViewProjectionMatrix;\n"
"#endif\n"
"\n"
+"#ifdef VERTEX_SHADER\n"
+"#ifdef USETRIPPY\n"
+"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n"
+"// tweaked scale\n"
+"uniform highp float ClientTime;\n"
+"vec4 TrippyVertex(vec4 position)\n"
+"{\n"
+" float worldTime = ClientTime;\n"
+" // tweaked for Quake\n"
+" worldTime *= 10.0;\n"
+" position *= 0.125;\n"
+" //~tweaked for Quake\n"
+" float distanceSquared = (position.x * position.x + position.z * position.z);\n"
+" position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n"
+" float y = position.y;\n"
+" float x = position.x;\n"
+" float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n"
+" position.y = x*sin(om)+y*cos(om);\n"
+" position.x = x*cos(om)-y*sin(om);\n"
+" return position;\n"
+"}\n"
+"#endif\n"
+"#endif\n"
+"\n"
"#ifdef MODE_DEPTH_OR_SHADOW\n"
+"dp_varying highp float Depth;\n"
"#ifdef VERTEX_SHADER\n"
"void main(void)\n"
"{\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
+" Depth = gl_Position.z;\n"
+"}\n"
+"#endif\n"
+"\n"
+"#ifdef FRAGMENT_SHADER\n"
+"void main(void)\n"
+"{\n"
+"#ifdef USEDEPTHRGB\n"
+" dp_FragColor = encodedepthmacro(Depth);\n"
+"#else\n"
+" dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n"
+"#endif\n"
"}\n"
"#endif\n"
"#else // !MODE_DEPTH_ORSHADOW\n"
"{\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
" VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif\n"
"\n"
"#ifdef USESPECULAR\n"
"dp_varying mediump vec2 TexCoord2;\n"
"#endif\n"
+"uniform myhalf Alpha;\n"
"#ifdef VERTEX_SHADER\n"
"void main(void)\n"
"{\n"
" TexCoord2 = Attrib_TexCoord1.xy;\n"
"#endif\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif\n"
"\n"
"#ifdef USESPECULAR\n"
"uniform sampler2D Texture_Second;\n"
"#endif\n"
+"#ifdef USEGAMMARAMPS\n"
+"uniform sampler2D Texture_GammaRamps;\n"
+"#endif\n"
"\n"
"void main(void)\n"
"{\n"
" dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
"#endif\n"
"#ifdef USEDIFFUSE\n"
+"# ifdef USEREFLECTCUBE\n"
+" // suppress texture alpha\n"
+" dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;\n"
+"# else\n"
" dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n"
+"# endif\n"
"#endif\n"
"\n"
"#ifdef USESPECULAR\n"
" dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n"
"# endif\n"
"#endif\n"
+"#ifdef USEGAMMARAMPS\n"
+" dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
+" dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
+" dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
+"#endif\n"
+"#ifdef USEALPHAKILL\n"
+" dp_FragColor.a *= Alpha;\n"
+"#endif\n"
"}\n"
"#endif\n"
"#else // !MODE_GENERIC\n"
"\n"
"void main(void)\n"
"{\n"
+"#ifdef USEALPHAGENVERTEX\n"
+" VertexColor = Attrib_Color;\n"
+"#endif\n"
" TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
" ModelViewProjectionPosition = gl_Position;\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif\n"
"\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D Texture_Normal;\n"
"uniform sampler2D Texture_Refraction;\n"
-"uniform sampler2D Texture_Reflection;\n"
"\n"
"uniform mediump vec4 DistortScaleRefractReflect;\n"
"uniform mediump vec4 ScreenScaleRefractReflect;\n"
"uniform mediump vec4 ScreenCenterRefractReflect;\n"
"uniform mediump vec4 RefractColor;\n"
"uniform mediump vec4 ReflectColor;\n"
-"uniform mediump float ReflectFactor;\n"
-"uniform mediump float ReflectOffset;\n"
+"uniform highp float ClientTime;\n"
+"#ifdef USENORMALMAPSCROLLBLEND\n"
+"uniform highp vec2 NormalmapScrollBlend;\n"
+"#endif\n"
"\n"
"void main(void)\n"
"{\n"
" vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-" vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
+"#ifdef USEALPHAGENVERTEX\n"
+" vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;\n"
+" vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n"
+"#else\n"
+" vec2 distort = DistortScaleRefractReflect.xy;\n"
+" vec4 refractcolor = RefractColor;\n"
+"#endif\n"
+" #ifdef USENORMALMAPSCROLLBLEND\n"
+" vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
+" normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
+" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;\n"
+" #else\n"
+" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;\n"
+" #endif\n"
" // FIXME temporary hack to detect the case that the reflection\n"
" // gets blackened at edges due to leaving the area that contains actual\n"
" // content.\n"
" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-" dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
+" dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;\n"
"}\n"
"#endif\n"
"#else // !MODE_REFRACTION\n"
"\n"
"void main(void)\n"
"{\n"
+"#ifdef USEALPHAGENVERTEX\n"
+" VertexColor = Attrib_Color;\n"
+"#endif\n"
" TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
" vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
" EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
" EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
" ModelViewProjectionPosition = gl_Position;\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif\n"
"\n"
" vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
" //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
" // slight water animation via 2 layer scrolling (todo: tweak)\n"
+"#ifdef USEALPHAGENVERTEX\n"
+" vec4 distort = DistortScaleRefractReflect * VertexColor.a;\n"
+" float reflectoffset = ReflectOffset * VertexColor.a;\n"
+" float reflectfactor = ReflectFactor * VertexColor.a;\n"
+" vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n"
+"#else\n"
+" vec4 distort = DistortScaleRefractReflect;\n"
+" float reflectoffset = ReflectOffset;\n"
+" float reflectfactor = ReflectFactor;\n"
+" vec4 refractcolor = RefractColor;\n"
+"#endif\n"
" #ifdef USENORMALMAPSCROLLBLEND\n"
" vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
" normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
-" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
+" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;\n"
" #else\n"
-" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
+" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;\n"
" #endif\n"
" // FIXME temporary hack to detect the case that the reflection\n"
" // gets blackened at edges due to leaving the area that contains actual\n"
" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
" ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
-" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
-" 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"
+" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;\n"
+" 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"
"}\n"
"#endif\n"
"#else // !MODE_WATER\n"
"dp_varying highp vec4 EyeVectorFogDepth;\n"
"#endif\n"
"\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
"dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
"dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
"dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n"
"dp_varying highp vec3 BounceGridTexCoord;\n"
"#endif\n"
"\n"
+"#ifdef MODE_DEFERREDGEOMETRY\n"
+"dp_varying highp float Depth;\n"
+"#endif\n"
+"\n"
"\n"
"\n"
"\n"
"#endif\n"
"\n"
"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform sampler2D Texture_ScreenDepth;\n"
"uniform sampler2D Texture_ScreenNormalMap;\n"
"#endif\n"
"#ifdef USEDEFERREDLIGHTMAP\n"
+"#ifdef USECELOUTLINES\n"
+"uniform sampler2D Texture_ScreenNormalMap;\n"
+"#endif\n"
"uniform sampler2D Texture_ScreenDiffuse;\n"
"uniform sampler2D Texture_ScreenSpecular;\n"
"#endif\n"
"uniform highp float FogHeightFade;\n"
"vec3 FogVertex(vec4 surfacecolor)\n"
"{\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
" vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n"
"#endif\n"
" float FogPlaneVertexDist = EyeVectorFogDepth.w;\n"
"#ifdef USEFOGHEIGHTTEXTURE\n"
" vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
" fogfrac = fogheightpixel.a;\n"
-" return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
+" return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
"#else\n"
"# ifdef USEFOGOUTSIDE\n"
" fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
"# else\n"
" fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
"# endif\n"
-" return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
+" return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
"#endif\n"
"}\n"
"#endif\n"
"\n"
"#ifdef USEOFFSETMAPPING\n"
-"uniform mediump vec3 OffsetMapping_ScaleSteps;\n"
+"uniform mediump vec4 OffsetMapping_ScaleSteps;\n"
+"uniform mediump float OffsetMapping_Bias;\n"
+"#ifdef USEOFFSETMAPPING_LOD\n"
+"uniform mediump float OffsetMapping_LodDistance;\n"
+"#endif\n"
"vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
"{\n"
" float i;\n"
+" // distance-based LOD\n"
+"#ifdef USEOFFSETMAPPING_LOD\n"
+" //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
+" //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n"
+" mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
+"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
+" // stupid workaround because 1-step and 2-step reliefmapping is void\n"
+" mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n"
+"#else\n"
+" mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n"
+"#endif\n"
+" mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n"
+" mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n"
+"#else\n"
+" #define ScaleSteps OffsetMapping_ScaleSteps\n"
+"#endif\n"
"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
+" float f;\n"
" // 14 sample relief mapping: linear search and then binary search\n"
" // this basically steps forward a small amount repeatedly until it finds\n"
" // itself inside solid, then jitters forward and back using decreasing\n"
" // amounts to find the impact\n"
-" //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_ScaleSteps.x) * vec2(-1, 1), -1);\n"
-" //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * OffsetMapping_ScaleSteps.x * vec2(-1, 1), -1);\n"
-" vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_ScaleSteps.x * vec2(-1, 1), -1);\n"
-" vec3 RT = vec3(TexCoord, 1);\n"
-" OffsetVector *= OffsetMapping_ScaleSteps.z;\n"
-" for(i = 1.0; i < OffsetMapping_ScaleSteps.y; ++i)\n"
+" //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n"
+" //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n"
+" vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n"
+" vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n"
+" OffsetVector *= ScaleSteps.z;\n"
+" for(i = 1.0; i < ScaleSteps.y; ++i)\n"
" RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
-" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) - 0.5);\n"
-" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.5 - 0.25);\n"
-" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.25 - 0.125);\n"
-" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.125 - 0.0625);\n"
-" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.0625 - 0.03125);\n"
+" for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n"
+" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n"
" return RT.xy;\n"
"#else\n"
" // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-" //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_ScaleSteps.x) * vec2(-1, 1));\n"
-" //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * OffsetMapping_ScaleSteps.x * vec2(-1, 1));\n"
-" vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_ScaleSteps.x * vec2(-1, 1));\n"
-" OffsetVector *= OffsetMapping_ScaleSteps.z;\n"
-" for(i = 0.0; i < OffsetMapping_ScaleSteps.y; ++i)\n"
-" TexCoord += OffsetVector * (1.0 - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
+" //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n"
+" //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n"
+" vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n"
+" OffsetVector *= ScaleSteps.z;\n"
+" for(i = 0.0; i < ScaleSteps.y; ++i)\n"
+" TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
" return TexCoord;\n"
"#endif\n"
"}\n"
"vec3 GetShadowMapTC2D(vec3 dir)\n"
"{\n"
" vec3 adir = abs(dir);\n"
-" vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
+" float m = max(max(adir.x, adir.y), adir.z);\n"
" vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n"
-" return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
+"#ifdef USEDEPTHRGB\n"
+" 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"
+"#else\n"
+" vec2 mparams = ShadowMap_Parameters.xy / m;\n"
+" return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
+"#endif\n"
"}\n"
"# else\n"
"vec3 GetShadowMapTC2D(vec3 dir)\n"
"{\n"
" vec3 adir = abs(dir);\n"
-" float ma = adir.z;\n"
-" vec4 proj = vec4(dir, 2.5);\n"
-" if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
-" if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
-" vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
-" 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"
+" float m; vec4 proj;\n"
+" 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"
+" if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }\n"
+"#ifdef USEDEPTHRGB\n"
+" 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"
+"#else\n"
+" vec2 mparams = ShadowMap_Parameters.xy / m;\n"
+" 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"
+"#endif\n"
"}\n"
"# endif\n"
"# endif\n"
" vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
" float f;\n"
"\n"
-"# ifdef USESHADOWSAMPLER\n"
-"# ifdef USESHADOWMAPPCF\n"
-"# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
-" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
-" 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"
+"# ifdef USEDEPTHRGB\n"
+"# ifdef USESHADOWMAPPCF\n"
+"# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale))\n"
+"# if USESHADOWMAPPCF > 1\n"
+" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
+" center *= ShadowMap_TextureScale;\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 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"
+" 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"
-" f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
+" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, 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"
+" vec3 cols = row2 + mix(row1, row3, offset.y);\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"
+"# endif\n"
"# else\n"
-"# ifdef USESHADOWMAPPCF\n"
-"# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\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"
-"# endif\n"
+"# ifdef USESHADOWSAMPLER\n"
+"# ifdef USESHADOWMAPPCF\n"
+"# define texval(x, y) dp_shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)) \n"
+" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
+" 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"
+"# else\n"
+" f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n"
+"# endif\n"
+"# else\n"
+"# ifdef USESHADOWMAPPCF\n"
+"# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\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"
+"# endif\n"
" vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
-"# if USESHADOWMAPPCF > 1\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"
" vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
" vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
" mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
-"# endif\n"
-"# else\n"
-"# ifdef GL_EXT_gpu_shader4\n"
-"# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
+"# endif\n"
"# else\n"
-"# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
-"# endif\n"
-"# if USESHADOWMAPPCF > 1\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"
+"# endif\n"
+"# if USESHADOWMAPPCF > 1\n"
" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
" center *= ShadowMap_TextureScale;\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 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"
" 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"
+"# else\n"
" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, 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"
" vec3 cols = row2 + mix(row1, row3, offset.y);\n"
" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
+"# endif\n"
"# endif\n"
-"# endif\n"
-"# else\n"
+"# else\n"
" f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
-"# endif\n"
+"# endif\n"
+"# endif\n"
"# endif\n"
"# ifdef USESHADOWMAPORTHO\n"
" return mix(ShadowMap_Parameters.w, 1.0, f);\n"
"uniform highp mat4 ModelViewMatrix;\n"
"void main(void)\n"
"{\n"
-" TexCoordSurfaceLightmap.xy = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
+" TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
" VertexColor = Attrib_Color;\n"
" TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
" EyeVectorFogDepth.w = 0.0;\n"
"#endif\n"
"\n"
-" VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)).xyz;\n"
-" VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)).xyz;\n"
-" VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)).xyz;\n"
+" VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n"
+" VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n"
+" VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
+" Depth = (ModelViewMatrix * Attrib_Position).z;\n"
"}\n"
"#endif // VERTEX_SHADER\n"
"\n"
" float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
"#endif\n"
"\n"
-" dp_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
+" vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n"
+" dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);\n"
"}\n"
"#endif // FRAGMENT_SHADER\n"
"#else // !MODE_DEFERREDGEOMETRY\n"
" // calculate viewspace pixel position\n"
" vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
" vec3 position;\n"
-" position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
-" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
-" // decode viewspace pixel normal\n"
+" // get the geometry information (depth, normal, specular exponent)\n"
" myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
-" myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
+" // decode viewspace pixel normal\n"
+"// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n"
+" myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n"
+" // decode viewspace pixel position\n"
+"// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n"
+" position.z = normalmap.b;\n"
+"// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
+" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
+"\n"
+" // now do the actual shading\n"
" // surfacenormal = pixel normal in viewspace\n"
" // LightVector = pixel to light in viewspace\n"
-" // CubeVector = position in lightspace\n"
-" // eyevector = pixel to view in viewspace\n"
+" // CubeVector = pixel in lightspace\n"
+" // eyenormal = pixel to view direction in viewspace\n"
" vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
-" myhalf fade = myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
+" myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
"#ifdef USEDIFFUSE\n"
" // calculate diffuse shading\n"
-" myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
-" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
+" myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));\n"
+"SHADEDIFFUSE\n"
"#endif\n"
"#ifdef USESPECULAR\n"
" // calculate directional shading\n"
-" vec3 eyevector = position * -1.0;\n"
-"# ifdef USEEXACTSPECULARMATH\n"
-" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
-"# else\n"
-" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
-" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
-"# endif\n"
+" myhalf3 eyenormal = -normalize(cast_myhalf3(position));\n"
+"SHADESPECULAR(SpecularPower * normalmap.a)\n"
"#endif\n"
"\n"
"#if defined(USESHADOWMAP2D)\n"
" fade *= ShadowMapCompare(CubeVector);\n"
"#endif\n"
"\n"
-"#ifdef USEDIFFUSE\n"
-" gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
-"#else\n"
-" gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
-"#endif\n"
"#ifdef USESPECULAR\n"
+" gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
" gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
-"#else\n"
-" gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
-"#endif\n"
-"\n"
"# ifdef USECUBEFILTER\n"
" vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
" gl_FragData[0].rgb *= cubecolor;\n"
" gl_FragData[1].rgb *= cubecolor;\n"
"# endif\n"
+"#else\n"
+"# ifdef USEDIFFUSE\n"
+" gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
+"# else\n"
+" gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n"
+"# endif\n"
+"# ifdef USECUBEFILTER\n"
+" vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
+" gl_FragColor.rgb *= cubecolor;\n"
+"# endif\n"
+"#endif\n"
"}\n"
"#endif // FRAGMENT_SHADER\n"
"#else // !MODE_DEFERREDLIGHTSOURCE\n"
"#endif\n"
"void main(void)\n"
"{\n"
-"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
+"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n"
" VertexColor = Attrib_Color;\n"
"#endif\n"
" // copy the surface texcoord\n"
"\n"
"#ifdef USEBOUNCEGRID\n"
" BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n"
+"#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
+" BounceGridTexCoord.z *= 0.125;\n"
+"#endif\n"
"#endif\n"
"\n"
"#ifdef MODE_LIGHTSOURCE\n"
"#endif\n"
"\n"
"\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
"# ifdef USEFOG\n"
" VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n"
" VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n"
"# endif\n"
"#endif\n"
"\n"
-" // transform vertex to camera space, using ftransform to match non-VS rendering\n"
+" // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
"\n"
"#ifdef USESHADOWMAPORTHO\n"
"#ifdef USEREFLECTION\n"
" ModelViewProjectionPosition = gl_Position;\n"
"#endif\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif // VERTEX_SHADER\n"
"\n"
"#ifdef USEBOUNCEGRID\n"
"uniform sampler3D Texture_BounceGrid;\n"
"uniform float BounceGridIntensity;\n"
+"uniform highp mat4 BounceGridMatrix;\n"
+"#endif\n"
+"uniform highp float ClientTime;\n"
+"#ifdef USENORMALMAPSCROLLBLEND\n"
+"uniform highp vec2 NormalmapScrollBlend;\n"
"#endif\n"
"void main(void)\n"
"{\n"
" vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
" vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
"# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
+"# define TexCoord TexCoordOffset\n"
"#else\n"
"# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
+"# define TexCoord TexCoordSurfaceLightmap.xy\n"
"#endif\n"
"\n"
" // combine the diffuse textures (base, pants, shirt)\n"
-" myhalf4 color = myhalf4(offsetMappedTexture2D(Texture_Color));\n"
+" myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));\n"
"#ifdef USEALPHAKILL\n"
" if (color.a < 0.5)\n"
" discard;\n"
"#endif\n"
" color.a *= Alpha;\n"
"#ifdef USECOLORMAPPING\n"
-" color.rgb += myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n"
+" color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n"
"#endif\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-" myhalf terrainblend = clamp(myhalf(VertexColor.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
-" //myhalf terrainblend = min(myhalf(VertexColor.a) * color.a * 2.0, myhalf(1.0));\n"
-" //myhalf terrainblend = myhalf(VertexColor.a) * color.a > 0.5;\n"
-" color.rgb = mix(myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
+"#ifdef USEBOTHALPHAS\n"
+" myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n"
+" myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));\n"
+" color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n"
+"#else\n"
+" myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));\n"
+" //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));\n"
+" //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;\n"
+" color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
+"#endif\n"
" color.a = 1.0;\n"
-" //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
+" //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);\n"
+"#endif\n"
+"#ifdef USEALPHAGENVERTEX\n"
+" color.a *= VertexColor.a;\n"
"#endif\n"
"\n"
" // get the surface normal\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-" myhalf3 surfacenormal = normalize(mix(myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
+" 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"
"#else\n"
-" myhalf3 surfacenormal = normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5, 0.5, 0.5));\n"
+" myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));\n"
"#endif\n"
"\n"
" // get the material colors\n"
" myhalf3 diffusetex = color.rgb;\n"
"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
"# ifdef USEVERTEXTEXTUREBLEND\n"
-" myhalf4 glosstex = mix(myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n"
+" myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n"
"# else\n"
-" myhalf4 glosstex = myhalf4(offsetMappedTexture2D(Texture_Gloss));\n"
+" myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));\n"
"# endif\n"
"#endif\n"
"\n"
" vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n"
" vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n"
" vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
-" diffusetex += myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
+" diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
+"#endif\n"
+"\n"
+"#ifdef USESPECULAR\n"
+" myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));\n"
"#endif\n"
"\n"
"\n"
"#ifdef MODE_LIGHTSOURCE\n"
" // light source\n"
"#ifdef USEDIFFUSE\n"
-" myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
-" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
+" myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n"
+"SHADEDIFFUSE\n"
" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
"#ifdef USESPECULAR\n"
-"#ifdef USEEXACTSPECULARMATH\n"
-" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
-"#else\n"
-" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
-" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
-"#endif\n"
+"SHADESPECULAR(SpecularPower * glosstex.a)\n"
" color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
"#endif\n"
"#else\n"
" color.rgb = diffusetex * Color_Ambient;\n"
"#endif\n"
" color.rgb *= LightColor;\n"
-" color.rgb *= myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
+" color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
"#if defined(USESHADOWMAP2D)\n"
" color.rgb *= ShadowMapCompare(CubeVector);\n"
"#endif\n"
"# ifdef USECUBEFILTER\n"
-" color.rgb *= myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n"
+" color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n"
"# endif\n"
"#endif // MODE_LIGHTSOURCE\n"
"\n"
"\n"
"\n"
"#ifdef MODE_LIGHTDIRECTION\n"
-"#define SHADING\n"
-"#ifdef USEDIFFUSE\n"
-" myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
-"#endif\n"
-"#define lightcolor LightColor\n"
+" #define SHADING\n"
+" #ifdef USEDIFFUSE\n"
+" myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n"
+" #endif\n"
+" #define lightcolor LightColor\n"
"#endif // MODE_LIGHTDIRECTION\n"
"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"#define SHADING\n"
+" #define SHADING\n"
" // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
-" myhalf3 lightnormal_modelspace = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
-" myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
+" myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n"
+" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
" // convert modelspace light vector to tangentspace\n"
" myhalf3 lightnormal;\n"
-" lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
-" lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
-" lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
+" lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n"
+" lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n"
+" lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));\n"
" lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
" // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
" // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
" lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
-"#define SHADING\n"
+" #define SHADING\n"
" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
-" myhalf3 lightnormal = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
-" myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
+" myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n"
+" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
+"#endif\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
+" #define SHADING\n"
+" // forced deluxemap on lightmapped/vertexlit surfaces\n"
+" myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);\n"
+" #ifdef USELIGHTMAP\n"
+" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
+" #else\n"
+" myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n"
+" #endif\n"
"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
"#ifdef MODE_FAKELIGHT\n"
-"#define SHADING\n"
-"myhalf3 lightnormal = myhalf3(normalize(EyeVectorFogDepth.xyz));\n"
-"myhalf3 lightcolor = myhalf3(1.0);\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"
"\n"
"#ifdef MODE_LIGHTMAP\n"
-" color.rgb = diffusetex * (Color_Ambient + myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n"
+" color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n"
"#endif // MODE_LIGHTMAP\n"
"#ifdef MODE_VERTEXCOLOR\n"
-" color.rgb = diffusetex * (Color_Ambient + myhalf3(VertexColor.rgb) * Color_Diffuse);\n"
+" color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);\n"
"#endif // MODE_VERTEXCOLOR\n"
"#ifdef MODE_FLATCOLOR\n"
" color.rgb = diffusetex * Color_Ambient;\n"
"\n"
"#ifdef SHADING\n"
"# ifdef USEDIFFUSE\n"
-" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
+"SHADEDIFFUSE\n"
"# ifdef USESPECULAR\n"
-"# ifdef USEEXACTSPECULARMATH\n"
-" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
-"# else\n"
-" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
-" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
-"# endif\n"
+"SHADESPECULAR(SpecularPower * glosstex.a)\n"
" color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
"# else\n"
" color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
"\n"
"#ifdef USEDEFERREDLIGHTMAP\n"
" vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
-" color.rgb += diffusetex * myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
-" color.rgb += glosstex.rgb * myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
+" color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
+" color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
+"// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);\n"
"#endif\n"
"\n"
"#ifdef USEBOUNCEGRID\n"
-" color.rgb += diffusetex * myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n"
+"#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
+"// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord ));\n"
+"// 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"
+" myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n"
+" myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n"
+" myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n"
+" myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n"
+" myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n"
+" myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n"
+" myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n"
+" myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n"
+" myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n"
+"// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);\n"
+" myhalf3 bouncegrid_light = cast_myhalf3(\n"
+" dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n"
+" dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n"
+" dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n"
+" color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n"
+"// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n"
+"#else\n"
+" color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n"
+"#endif\n"
"#endif\n"
"\n"
"#ifdef USEGLOW\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-" color.rgb += mix(myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n"
+" color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n"
"#else\n"
-" color.rgb += myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n"
-"#endif\n"
+" color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n"
+"#endif\n"
+"#endif\n"
+"\n"
+"#ifdef USECELOUTLINES\n"
+"# ifdef USEDEFERREDLIGHTMAP\n"
+"// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
+" vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);\n"
+" vec4 DepthNeighbors;\n"
+" float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;\n"
+" DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;\n"
+" DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;\n"
+" DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;\n"
+" DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;\n"
+" float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));\n"
+" float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));\n"
+"// color.rgb = vec3(1.0, 1.0, 1.0);\n"
+" color.rgb *= max(0.25, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.07 * DepthDelta) / (0.03 + 0.03 * DepthDelta));\n"
+"// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta);\n"
+"# endif\n"
"#endif\n"
"\n"
"#ifdef USEFOG\n"
" // 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"
"#ifdef USEREFLECTION\n"
" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
-" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
+" #ifdef USENORMALMAPSCROLLBLEND\n"
+"# ifdef USEOFFSETMAPPING\n"
+" 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"
+"# else\n"
+" vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
+"# endif\n"
+" normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
+" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n"
+" #else\n"
+" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
+" #endif\n"
" // FIXME temporary hack to detect the case that the reflection\n"
" // gets blackened at edges due to leaving the area that contains actual\n"
" // content.\n"
" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-" color.rgb = mix(color.rgb, myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
+" color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
"#endif\n"
"\n"
" dp_FragColor = vec4(color);\n"