X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=shader_glsl.h;h=c133ba280471c088e5831bea5c5aae3fea232a1e;hb=c045b78caa00d7489cd84bbfdd0d5fe857fbba95;hp=b4f43c2c278d95a4da9f46592805f66e8bdbbbf8;hpb=1e2a163daa6a95cd073febf6f674a76d8f2fe1eb;p=xonotic%2Fdarkplaces.git diff --git a/shader_glsl.h b/shader_glsl.h index b4f43c2c..c133ba28 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -45,6 +45,12 @@ "#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" "dp_attribute vec4 Attrib_Position; // vertex\n" "dp_attribute vec4 Attrib_Color; // color\n" @@ -132,6 +138,7 @@ "#endif\n" "\n" "#ifdef MODE_DEPTH_OR_SHADOW\n" +"dp_varying highp float Depth;\n" "#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" @@ -139,13 +146,18 @@ "#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" @@ -334,7 +346,12 @@ " 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" @@ -584,6 +601,10 @@ "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" @@ -629,7 +650,6 @@ "#endif\n" "\n" "#ifdef MODE_DEFERREDLIGHTSOURCE\n" -"uniform sampler2D Texture_ScreenDepth;\n" "uniform sampler2D Texture_ScreenNormalMap;\n" "#endif\n" "#ifdef USEDEFERREDLIGHTMAP\n" @@ -748,18 +768,28 @@ "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" +" vec2 mparams = ShadowMap_Parameters.xy / m;\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) * mparams.x + proj.zw * ShadowMap_Parameters.z, m + 64 * ShadowMap_Parameters.w);\n" +"#else\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" -" vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n" -" vec4 proj = adir.x > adir.y ? (adir.x > adir.z ? vec4(dir.zy, dir.x < 0.0 ? 1.5 : 0.5, 0.5) : vec4(dir.xy, dir.z < 0.0 ? 1.5 : 0.5, 2.5)) :\n" -" (adir.y > adir.z ? vec4(dir.xz, dir.y < 0.0 ? 1.5 : 0.5, 1.5) : vec4(dir.xy, dir.z < 0.0 ? 1.5 : 0.5, 2.5));\n" -" return vec3(proj.xy * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n" +" vec3 adir = abs(dir);\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 * 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" @@ -771,24 +801,48 @@ " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n" " float f;\n" "\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" +"# 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 = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\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" @@ -816,14 +870,14 @@ " 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) dp_textureOffset(Texture_ShadowMap2D, center, 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" @@ -832,18 +886,19 @@ " 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" @@ -889,6 +944,7 @@ "#ifdef USETRIPPY\n" " gl_Position = TrippyVertex(gl_Position);\n" "#endif\n" +" Depth = (ModelViewMatrix * Attrib_Position).z;\n" "}\n" "#endif // VERTEX_SHADER\n" "\n" @@ -925,7 +981,8 @@ " float a = offsetMappedTexture2D(Texture_Gloss).a;\n" "#endif\n" "\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" +" 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" @@ -959,14 +1016,21 @@ " // 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 - cast_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" +" // CubeVector = pixel in lightspace\n" " // eyevector = pixel to view in viewspace\n" " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n" " myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" @@ -1009,7 +1073,6 @@ " gl_FragColor.rgb *= cubecolor;\n" "# endif\n" "#endif\n" -" \n" "}\n" "#endif // FRAGMENT_SHADER\n" "#else // !MODE_DEFERREDLIGHTSOURCE\n" @@ -1355,6 +1418,7 @@ " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\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"