X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=shader_hlsl.h;h=5e271ce942029f8cc21066878cce4ae298ef54dd;hb=9e0b57e36ca8bb835c2f49901b4493b1f3b5625a;hp=41aa34e23e71e89ca4e3ff168c26bbcd939741eb;hpb=383102ae6545d24a9940f7f580d3c240e4a54ddd;p=xonotic%2Fdarkplaces.git diff --git a/shader_hlsl.h b/shader_hlsl.h index 41aa34e2..5e271ce9 100644 --- a/shader_hlsl.h +++ b/shader_hlsl.h @@ -475,7 +475,7 @@ "float3 FogVertex(float4 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n" "{\n" " float fogfrac;\n" -" float3 fc = Fogcolor;\n" +" float3 fc = FogColor;\n" "#ifdef USEFOGALPHAHACK\n" " fc *= surfacecolor.a;\n" "#endif\n" @@ -495,41 +495,32 @@ "#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" -"float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n" +"float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n" "{\n" +" float i;\n" "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\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" -" //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n" -" //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n" -" float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n" +" //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_ScaleSteps.x) * float2(-1, 1), -1);\n" +" //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_ScaleSteps.x * float2(-1, 1), -1);\n" +" float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_ScaleSteps.x * float2(-1, 1), -1);\n" " float3 RT = float3(TexCoord, 1);\n" -" OffsetVector *= 0.1;\n" -" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) - 0.5);\n" -" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.5 - 0.25);\n" -" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.25 - 0.125);\n" -" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.125 - 0.0625);\n" -" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.0625 - 0.03125);\n" +" OffsetVector *= OffsetMapping_ScaleSteps.z;\n" +" for(i = 1.0; i < OffsetMapping_ScaleSteps.y; ++i)\n" +" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" +" for(i = 0.0, f = 1.0; i < OffsetMapping_ScaleSteps.w; ++i, f *= 0.5)\n" +" RT += OffsetVector * (step(tex2Dgrad(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" -" //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n" -" //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n" -" float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n" -" OffsetVector *= 0.5;\n" -" TexCoord += OffsetVector * (1.0 - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" -" TexCoord += OffsetVector * (1.0 - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" +" //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_ScaleSteps.x) * float2(-1, 1));\n" +" //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_ScaleSteps.x * float2(-1, 1));\n" +" float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_ScaleSteps.x * float2(-1, 1));\n" +" OffsetVector *= OffsetMapping_ScaleSteps.z;\n" +" for(i = 0.0; i < OffsetMapping_ScaleSteps.y; ++i)\n" +" TexCoord += OffsetVector * (1.0 - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" " return TexCoord;\n" "#endif\n" "}\n" @@ -742,7 +733,7 @@ "uniform sampler Texture_SecondaryGloss : register(s6),\n" "#endif\n" "#ifdef USEOFFSETMAPPING\n" -"uniform float OffsetMapping_Scale : register(c24),\n" +"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n" "#endif\n" "uniform half SpecularPower : register(c36),\n" "#ifdef HLSL\n" @@ -758,7 +749,7 @@ " // apply offsetmapping\n" " float2 dPdx = ddx(TexCoord);\n" " float2 dPdy = ddy(TexCoord);\n" -" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal, dPdx, dPdy);\n" +" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, EyeVector, Texture_Normal, dPdx, dPdy);\n" "# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n" "#else\n" "# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n" @@ -1169,7 +1160,7 @@ "#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" -"uniform float OffsetMapping_Scale : register(c24),\n" +"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n" "#endif\n" "\n" "#ifdef USEDEFERREDLIGHTMAP\n" @@ -1239,7 +1230,7 @@ " // apply offsetmapping\n" " float2 dPdx = ddx(TexCoord);\n" " float2 dPdy = ddy(TexCoord);\n" -" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal, dPdx, dPdy);\n" +" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, EyeVector, Texture_Normal, dPdx, dPdy);\n" "# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n" "#else\n" "# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n" @@ -1256,6 +1247,11 @@ " color.rgb += half3(offsetMappedTexture2D(Texture_Pants).rgb) * Color_Pants + half3(offsetMappedTexture2D(Texture_Shirt).rgb) * Color_Shirt;\n" "#endif\n" "#ifdef USEVERTEXTEXTUREBLEND\n" +"#ifdef USEBOTHALPHAS\n" +" half4 color2 = half4(tex2D(Texture_SecondaryColor, TexCoord2));\n" +" half terrainblend = clamp(half(gl_FrontColor.a) * color.a, half(1.0 - color2.a), half(1.0));\n" +" color.rgb = lerp(color2.rgb, color.rgb, terrainblend);\n" +"#else\n" " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n" " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n" " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n" @@ -1263,6 +1259,7 @@ " color.a = 1.0;\n" " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n" "#endif\n" +"#endif\n" "\n" " // get the surface normal\n" "#ifdef USEVERTEXTEXTUREBLEND\n" @@ -1450,7 +1447,7 @@ "#endif\n" "\n" "#ifdef USEFOG\n" -" color.rgb = FogVertex(color, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n" +" color.rgb = half3(FogVertex(color, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture));\n" "#endif\n" "\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"