X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=shader_glsl.h;h=4e37e273f7feecbf4156cb08e695e8603c70a582;hb=853f7fe77fd4e7a79e682cf964e4ad863a1a60e7;hp=5cfeef0fd87cc1b7438b7ba8dc61d9a1b4a62ac5;hpb=aecef2692778fc042044a5b695ef499471ddb69c;p=xonotic%2Fdarkplaces.git diff --git a/shader_glsl.h b/shader_glsl.h index 5cfeef0f..4e37e273 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -2,7 +2,43 @@ "// 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" +"#ifdef GLSL130\n" +"precision highp float;\n" +"# ifdef VERTEX_SHADER\n" +"# define dp_varying out\n" +"# define dp_attribute in\n" +"# endif\n" +"# ifdef FRAGMENT_SHADER\n" +"out vec4 dp_FragColor;\n" +"# define dp_varying in\n" +"# define dp_attribute in\n" +"# endif\n" +"# define dp_offsetmapping_dFdx 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) 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" @@ -10,24 +46,24 @@ "#endif\n" "\n" "#ifdef VERTEX_SHADER\n" -"attribute vec4 Attrib_Position; // vertex\n" -"attribute vec4 Attrib_Color; // color\n" -"attribute vec4 Attrib_TexCoord0; // material texcoords\n" -"attribute vec3 Attrib_TexCoord1; // svector\n" -"attribute vec3 Attrib_TexCoord2; // tvector\n" -"attribute vec3 Attrib_TexCoord3; // normal\n" -"attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n" +"dp_attribute vec4 Attrib_Position; // vertex\n" +"dp_attribute vec4 Attrib_Color; // color\n" +"dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n" +"dp_attribute vec3 Attrib_TexCoord1; // svector\n" +"dp_attribute vec3 Attrib_TexCoord2; // tvector\n" +"dp_attribute vec3 Attrib_TexCoord3; // normal\n" +"dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n" "#endif\n" -"varying lowp vec4 VertexColor;\n" +"dp_varying mediump vec4 VertexColor;\n" "\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" -"#define USELIGHTMAP\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)\n" -"#define USEEYEVECTOR\n" +"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n" +"# define USEEYEVECTOR\n" "#endif\n" "\n" "#ifdef USESHADOWMAP2D\n" @@ -52,22 +88,64 @@ "//# 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" "#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" +"}\n" +"#endif\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"void main(void)\n" +"{\n" +" dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n" "}\n" "#endif\n" "#else // !MODE_DEPTH_ORSHADOW\n" @@ -81,13 +159,16 @@ "{\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 FRAGMENT_SHADER\n" "void main(void)\n" "{\n" -" gl_FragColor = VertexColor;\n" +" dp_FragColor = VertexColor;\n" "}\n" "#endif\n" "#else // !MODE_SHOWDEPTH\n" @@ -96,8 +177,8 @@ "\n" "\n" "#ifdef MODE_POSTPROCESS\n" -"varying mediump vec2 TexCoord1;\n" -"varying mediump vec2 TexCoord2;\n" +"dp_varying mediump vec2 TexCoord1;\n" +"dp_varying mediump vec2 TexCoord2;\n" "\n" "#ifdef VERTEX_SHADER\n" "void main(void)\n" @@ -114,16 +195,16 @@ "uniform sampler2D Texture_First;\n" "#ifdef USEBLOOM\n" "uniform sampler2D Texture_Second;\n" -"uniform lowp vec4 BloomColorSubtract;\n" +"uniform mediump vec4 BloomColorSubtract;\n" "#endif\n" "#ifdef USEGAMMARAMPS\n" "uniform sampler2D Texture_GammaRamps;\n" "#endif\n" "#ifdef USESATURATION\n" -"uniform lowp float Saturation;\n" +"uniform mediump float Saturation;\n" "#endif\n" "#ifdef USEVIEWTINT\n" -"uniform lowp vec4 ViewTintColor;\n" +"uniform mediump vec4 ViewTintColor;\n" "#endif\n" "//uncomment these if you want to use them:\n" "uniform mediump vec4 UserVec1;\n" @@ -134,12 +215,12 @@ "uniform mediump vec2 PixelSize;\n" "void main(void)\n" "{\n" -" gl_FragColor = texture2D(Texture_First, TexCoord1);\n" +" dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n" "#ifdef USEBLOOM\n" -" gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n" +" dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n" "#endif\n" "#ifdef USEVIEWTINT\n" -" gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n" +" dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n" "#endif\n" "\n" "#ifdef USEPOSTPROCESSING\n" @@ -149,18 +230,18 @@ " // vec2 ts = textureSize(Texture_First, 0);\n" " // vec2 px = vec2(1/ts.x, 1/ts.y);\n" " vec2 px = PixelSize;\n" -" vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n" -" vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n" -" vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n" -" vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n" -" vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n" -" vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n" -" vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n" -" vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n" -" vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n" -" vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n" -" vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n" -" vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n" +" vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n" +" vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n" +" vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n" +" vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n" +" vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n" +" vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n" +" vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n" +" vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n" +" vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n" +" vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n" +" vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n" +" vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n" " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n" " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n" " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n" @@ -174,34 +255,34 @@ " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n" " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n" " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n" -" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n" -" gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n" -" gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n" +" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n" +" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n" +" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n" +" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n" +" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.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" "\n" "#ifdef USESATURATION\n" " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n" -" float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n" +" float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n" " // 'vampire sight' effect, wheres red is compensated\n" " #ifdef SATURATION_REDCOMPENSATE\n" -" float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n" -" gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" -" gl_FragColor.r += rboost;\n" +" float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n" +" dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n" +" dp_FragColor.r += rboost;\n" " #else\n" " // normal desaturation\n" -" //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n" -" gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" +" //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n" +" dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n" " #endif\n" "#endif\n" "\n" "#ifdef USEGAMMARAMPS\n" -" gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n" -" gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n" -" gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\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" "}\n" "#endif\n" @@ -212,10 +293,10 @@ "\n" "#ifdef MODE_GENERIC\n" "#ifdef USEDIFFUSE\n" -"varying mediump vec2 TexCoord1;\n" +"dp_varying mediump vec2 TexCoord1;\n" "#endif\n" "#ifdef USESPECULAR\n" -"varying mediump vec2 TexCoord2;\n" +"dp_varying mediump vec2 TexCoord2;\n" "#endif\n" "#ifdef VERTEX_SHADER\n" "void main(void)\n" @@ -228,6 +309,9 @@ " 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" @@ -238,30 +322,38 @@ "#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" "#ifdef USEVIEWTINT\n" -" gl_FragColor = VertexColor;\n" +" dp_FragColor = VertexColor;\n" "#else\n" -" gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n" +" dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n" "#endif\n" "#ifdef USEDIFFUSE\n" -" gl_FragColor *= texture2D(Texture_First, TexCoord1);\n" +" dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n" "#endif\n" "\n" "#ifdef USESPECULAR\n" -" vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n" +" vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n" "# ifdef USECOLORMAPPING\n" -" gl_FragColor *= tex2;\n" +" dp_FragColor *= tex2;\n" "# endif\n" "# ifdef USEGLOW\n" -" gl_FragColor += tex2;\n" +" dp_FragColor += tex2;\n" "# endif\n" "# ifdef USEVERTEXTEXTUREBLEND\n" -" gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\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" "}\n" "#endif\n" "#else // !MODE_GENERIC\n" @@ -270,7 +362,7 @@ "\n" "\n" "#ifdef MODE_BLOOMBLUR\n" -"varying mediump vec2 TexCoord;\n" +"dp_varying mediump vec2 TexCoord;\n" "#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" @@ -288,20 +380,20 @@ "{\n" " int i;\n" " vec2 tc = TexCoord;\n" -" vec3 color = texture2D(Texture_First, tc).rgb;\n" +" vec3 color = dp_texture2D(Texture_First, tc).rgb;\n" " tc += BloomBlur_Parameters.xy;\n" " for (i = 1;i < SAMPLES;i++)\n" " {\n" -" color += texture2D(Texture_First, tc).rgb;\n" +" color += dp_texture2D(Texture_First, tc).rgb;\n" " tc += BloomBlur_Parameters.xy;\n" " }\n" -" gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n" +" dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n" "}\n" "#endif\n" "#else // !MODE_BLOOMBLUR\n" "#ifdef MODE_REFRACTION\n" -"varying mediump vec2 TexCoord;\n" -"varying highp vec4 ModelViewProjectionPosition;\n" +"dp_varying mediump vec2 TexCoord;\n" +"dp_varying highp vec4 ModelViewProjectionPosition;\n" "uniform highp mat4 TexMatrix;\n" "#ifdef VERTEX_SHADER\n" "\n" @@ -310,39 +402,49 @@ " 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 lowp vec4 RefractColor;\n" -"uniform lowp vec4 ReflectColor;\n" -"uniform mediump float ReflectFactor;\n" -"uniform mediump float ReflectOffset;\n" +"uniform mediump vec4 RefractColor;\n" +"uniform mediump vec4 ReflectColor;\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(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\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(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\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 * DistortScaleRefractReflect.xy;\n" +" #else\n" +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\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" " // Remove this 'ack once we have a better way to stop this thing from\n" " // 'appening.\n" -" float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" +" float 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" +" 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" -" gl_FragColor = vec4(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" @@ -351,9 +453,9 @@ "\n" "\n" "#ifdef MODE_WATER\n" -"varying mediump vec2 TexCoord;\n" -"varying highp vec3 EyeVector;\n" -"varying highp vec4 ModelViewProjectionPosition;\n" +"dp_varying mediump vec2 TexCoord;\n" +"dp_varying highp vec3 EyeVector;\n" +"dp_varying highp vec4 ModelViewProjectionPosition;\n" "#ifdef VERTEX_SHADER\n" "uniform highp vec3 EyePosition;\n" "uniform highp mat4 TexMatrix;\n" @@ -361,12 +463,15 @@ "void main(void)\n" "{\n" " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n" -" vec3 EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n" -" EyeVector.x = dot(EyeVectorModelSpace, Attrib_TexCoord1.xyz);\n" -" EyeVector.y = dot(EyeVectorModelSpace, Attrib_TexCoord2.xyz);\n" -" EyeVector.z = dot(EyeVectorModelSpace, Attrib_TexCoord3.xyz);\n" +" vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n" +" EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n" +" EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.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" @@ -378,8 +483,8 @@ "uniform mediump vec4 DistortScaleRefractReflect;\n" "uniform mediump vec4 ScreenScaleRefractReflect;\n" "uniform mediump vec4 ScreenCenterRefractReflect;\n" -"uniform lowp vec4 RefractColor;\n" -"uniform lowp vec4 ReflectColor;\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" @@ -390,34 +495,34 @@ "void main(void)\n" "{\n" " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" -" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" +" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\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 USENORMALMAPSCROLLBLEND\n" -" vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n" -" normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\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" " #else\n" -" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(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 * DistortScaleRefractReflect;\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" " // Remove this 'ack once we have a better way to stop this thing from\n" " // 'appening.\n" -" float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n" +" float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n" +" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n" +" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n" +" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n" " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n" -" f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n" -" f *= min(1.0, length(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" +" 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" +" 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" -" gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\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" @@ -427,38 +532,39 @@ "\n" "// common definitions between vertex shader and fragment shader:\n" "\n" -"varying mediump vec4 TexCoordSurfaceLightmap;\n" +"dp_varying mediump vec4 TexCoordSurfaceLightmap;\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -"varying mediump vec2 TexCoord2;\n" +"dp_varying mediump vec2 TexCoord2;\n" "#endif\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" -"varying mediump vec3 CubeVector;\n" +"dp_varying mediump vec3 CubeVector;\n" "#endif\n" "\n" "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n" -"varying mediump vec3 LightVector;\n" +"dp_varying mediump vec3 LightVector;\n" "#endif\n" "\n" "#ifdef USEEYEVECTOR\n" -"varying highp vec3 EyeVector;\n" -"#endif\n" -"#ifdef USEFOG\n" -"varying highp vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n" +"dp_varying highp vec4 EyeVectorFogDepth;\n" "#endif\n" "\n" -"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n" -"varying lowp vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n" -"varying lowp vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" -"varying lowp vec3 VectorR; // direction of R texcoord (surface normal)\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" +"#else\n" +"# ifdef USEFOG\n" +"dp_varying highp vec3 EyeVectorModelSpace;\n" +"# endif\n" "#endif\n" "\n" "#ifdef USEREFLECTION\n" -"varying highp vec4 ModelViewProjectionPosition;\n" +"dp_varying highp vec4 ModelViewProjectionPosition;\n" "#endif\n" "#ifdef MODE_DEFERREDLIGHTSOURCE\n" "uniform highp vec3 LightPosition;\n" -"varying highp vec4 ModelViewPosition;\n" +"dp_varying highp vec4 ModelViewPosition;\n" "#endif\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" @@ -471,11 +577,11 @@ "uniform highp vec4 FogPlane;\n" "\n" "#ifdef USESHADOWMAPORTHO\n" -"varying mediump vec3 ShadowMapTC;\n" +"dp_varying highp vec3 ShadowMapTC;\n" "#endif\n" "\n" "#ifdef USEBOUNCEGRID\n" -"varying mediump vec3 BounceGridTexCoord;\n" +"dp_varying highp vec3 BounceGridTexCoord;\n" "#endif\n" "\n" "\n" @@ -531,9 +637,9 @@ "uniform sampler2D Texture_ScreenSpecular;\n" "#endif\n" "\n" -"uniform lowp vec3 Color_Pants;\n" -"uniform lowp vec3 Color_Shirt;\n" -"uniform lowp vec3 FogColor;\n" +"uniform mediump vec3 Color_Pants;\n" +"uniform mediump vec3 Color_Shirt;\n" +"uniform mediump vec3 FogColor;\n" "\n" "#ifdef USEFOG\n" "uniform highp float FogRangeRecip;\n" @@ -541,65 +647,70 @@ "uniform highp float FogHeightFade;\n" "vec3 FogVertex(vec4 surfacecolor)\n" "{\n" -" vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n" -" float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\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" " float fogfrac;\n" " vec3 fc = FogColor;\n" "#ifdef USEFOGALPHAHACK\n" " fc *= surfacecolor.a;\n" "#endif\n" "#ifdef USEFOGHEIGHTTEXTURE\n" -" vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\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, 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, 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 float OffsetMapping_Scale;\n" -"vec2 OffsetMapping(vec2 TexCoord)\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" +"#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(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n" -" //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n" -" vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n" -" vec3 RT = vec3(TexCoord, 1);\n" -" OffsetVector *= 0.1;\n" -" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n" -" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n" -" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n" -" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n" -" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\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" +" 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(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n" -" //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n" -" vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n" -" OffsetVector *= 0.5;\n" -" TexCoord += OffsetVector * (1.0 - texture2D(Texture_Normal, TexCoord).a);\n" -" TexCoord += OffsetVector * (1.0 - texture2D(Texture_Normal, TexCoord).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" @@ -637,20 +748,19 @@ "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" -" vec4 proj = 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" +" vec2 mparams = ShadowMap_Parameters.xy / 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) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\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" +" 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" "}\n" "# endif\n" "# endif\n" @@ -664,11 +774,11 @@ "\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" +"# 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 = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n" +" f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n" "# endif\n" "# else\n" "# ifdef USESHADOWMAPPCF\n" @@ -710,9 +820,9 @@ "# endif\n" "# else\n" "# ifdef GL_EXT_gpu_shader4\n" -"# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n" +"# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n" "# else\n" -"# define texval(x, y) 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).r \n" "# endif\n" "# if USESHADOWMAPPCF > 1\n" " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n" @@ -733,7 +843,7 @@ "# endif\n" "# endif\n" "# else\n" -" f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n" +" f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n" "# endif\n" "# endif\n" "# ifdef USESHADOWMAPORTHO\n" @@ -758,7 +868,7 @@ "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" @@ -766,16 +876,20 @@ "\n" " // transform unnormalized eye direction into tangent space\n" "#ifdef USEOFFSETMAPPING\n" -" vec3 EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n" -" EyeVector.x = dot(EyeVectorModelSpace, Attrib_TexCoord1.xyz);\n" -" EyeVector.y = dot(EyeVectorModelSpace, Attrib_TexCoord2.xyz);\n" -" EyeVector.z = dot(EyeVectorModelSpace, Attrib_TexCoord3.xyz);\n" +" vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n" +" EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n" +" EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n" +" EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\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" "}\n" "#endif // VERTEX_SHADER\n" "\n" @@ -784,32 +898,35 @@ "{\n" "#ifdef USEOFFSETMAPPING\n" " // apply offsetmapping\n" -" vec2 TexCoord = OffsetMapping(TexCoordSurfaceLightmap.xy);\n" +" vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\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" "#else\n" -"# define TexCoord (TexCoordSurfaceLightmap.xy)\n" +"# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n" "#endif\n" "\n" "#ifdef USEALPHAKILL\n" -" if (texture2D(Texture_Color, TexCoord).a < 0.5)\n" +" if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n" " discard;\n" "#endif\n" "\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -" float alpha = texture2D(Texture_Color, TexCoord).a;\n" +" float alpha = offsetMappedTexture2D(Texture_Color).a;\n" " float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n" " //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n" " //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n" "#endif\n" "\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -" vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n" -" float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n" +" vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n" +" float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n" "#else\n" -" vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n" -" float a = texture2D(Texture_Gloss, TexCoord).a;\n" +" vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n" +" float a = offsetMappedTexture2D(Texture_Gloss).a;\n" "#endif\n" "\n" -" gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n" +" 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" "}\n" "#endif // FRAGMENT_SHADER\n" "#else // !MODE_DEFERREDGEOMETRY\n" @@ -843,30 +960,30 @@ " // calculate viewspace pixel position\n" " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n" " vec3 position;\n" -" position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\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" -" myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n" -" myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n" +" myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n" +" myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\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" " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n" -" myhalf fade = myhalf(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" +" myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\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" +" myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 1.0 + 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" +" myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(eyevector)));\n" +" myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * normalmap.a);\n" "# endif\n" "#endif\n" "\n" @@ -874,22 +991,26 @@ " 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 = textureCube(Texture_Cube, CubeVector).rgb;\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" "}\n" "#endif // FRAGMENT_SHADER\n" "#else // !MODE_DEFERREDLIGHTSOURCE\n" @@ -913,7 +1034,7 @@ "#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)\n" " VertexColor = Attrib_Color;\n" "#endif\n" " // copy the surface texcoord\n" @@ -928,6 +1049,9 @@ "\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" @@ -954,24 +1078,35 @@ "\n" " // transform unnormalized eye direction into tangent space\n" "#ifdef USEEYEVECTOR\n" -" vec3 EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n" -" EyeVector.x = dot(EyeVectorModelSpace, Attrib_TexCoord1.xyz);\n" -" EyeVector.y = dot(EyeVectorModelSpace, Attrib_TexCoord2.xyz);\n" -" EyeVector.z = dot(EyeVectorModelSpace, Attrib_TexCoord3.xyz);\n" -"#endif\n" -"\n" +" vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n" +" EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n" +" EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n" +" EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n" "#ifdef USEFOG\n" -" EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - Attrib_Position.xyz;\n" -" EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, Attrib_Position);\n" +" EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n" +"#else\n" +" EyeVectorFogDepth.w = 0.0;\n" +"#endif\n" "#endif\n" "\n" -"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n" -" VectorS = Attrib_TexCoord1.xyz;\n" -" VectorT = Attrib_TexCoord2.xyz;\n" -" VectorR = Attrib_TexCoord3.xyz;\n" +"\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" +" VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n" +"# else\n" +" VectorS = vec4(Attrib_TexCoord1, 0);\n" +" VectorT = vec4(Attrib_TexCoord2, 0);\n" +" VectorR = vec4(Attrib_TexCoord3, 0);\n" +"# endif\n" +"#else\n" +"# ifdef USEFOG\n" +" EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\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" @@ -981,6 +1116,9 @@ "#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" @@ -1005,7 +1143,7 @@ "uniform mediump vec4 DistortScaleRefractReflect;\n" "uniform mediump vec4 ScreenScaleRefractReflect;\n" "uniform mediump vec4 ScreenCenterRefractReflect;\n" -"uniform lowp vec4 ReflectColor;\n" +"uniform mediump vec4 ReflectColor;\n" "#endif\n" "#ifdef USEREFLECTCUBE\n" "uniform highp mat4 ModelToReflectCube;\n" @@ -1021,57 +1159,73 @@ "#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" "#ifdef USEOFFSETMAPPING\n" " // apply offsetmapping\n" -" vec2 TexCoord = OffsetMapping(TexCoordSurfaceLightmap.xy);\n" +" vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\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 TexCoord (TexCoordSurfaceLightmap.xy)\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(texture2D(Texture_Color, TexCoord));\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(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * 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(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" "\n" " // get the surface normal\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -" myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), 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(texture2D(Texture_Normal, TexCoord)) - 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(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n" +" myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n" "# else\n" -" myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n" +" myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));\n" "# endif\n" "#endif\n" "\n" "#ifdef USEREFLECTCUBE\n" -" vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n" -" vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\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(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n" +" diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n" "#endif\n" "\n" "\n" @@ -1080,15 +1234,15 @@ "#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" +" myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\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(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n" +" myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a);\n" "#else\n" -" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n" -" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n" +" myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n" +" myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a);\n" "#endif\n" " color.rgb += glosstex.rgb * (specular * Color_Specular);\n" "#endif\n" @@ -1096,12 +1250,12 @@ " color.rgb = diffusetex * Color_Ambient;\n" "#endif\n" " color.rgb *= LightColor;\n" -" color.rgb *= myhalf(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(textureCube(Texture_Cube, CubeVector));\n" +" color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n" "# endif\n" "#endif // MODE_LIGHTSOURCE\n" "\n" @@ -1109,22 +1263,22 @@ "\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(texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" -" myhalf3 lightcolor = myhalf3(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" @@ -1138,29 +1292,35 @@ " 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(texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" -" myhalf3 lightcolor = myhalf3(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(EyeVector));\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(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" @@ -1171,13 +1331,13 @@ "\n" "#ifdef SHADING\n" "# ifdef USEDIFFUSE\n" -" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" +" myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" "# ifdef USESPECULAR\n" "# ifdef USEEXACTSPECULARMATH\n" -" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n" +" myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a);\n" "# else\n" -" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n" -" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n" +" myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n" +" myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a);\n" "# endif\n" " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n" "# else\n" @@ -1194,19 +1354,40 @@ "\n" "#ifdef USEDEFERREDLIGHTMAP\n" " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n" -" color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n" -" color.rgb += glosstex.rgb * myhalf3(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" "#endif\n" "\n" "#ifdef USEBOUNCEGRID\n" -" color.rgb += diffusetex * myhalf3(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(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), 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(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n" +" color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n" "#endif\n" "#endif\n" "\n" @@ -1217,23 +1398,33 @@ " // 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(texture2D(Texture_Normal, TexCoord)) - 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(texture2D(Texture_Normal, TexCoord)) - 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" " // Remove this 'ack once we have a better way to stop this thing from\n" " // 'appening.\n" -" float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" +" float 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" +" 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(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" -" gl_FragColor = vec4(color);\n" +" dp_FragColor = vec4(color);\n" "}\n" "#endif // FRAGMENT_SHADER\n" "\n"