fix another dp_shadow2D call
[xonotic/darkplaces.git] / shader_glsl.h
1 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
2 "// written by Forest 'LordHavoc' Hale\n"
3 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
4 "\n"
5 "// GL ES shaders use precision modifiers, standard GL does not\n"
6 "#ifndef GL_ES\n"
7 "#define lowp\n"
8 "#define mediump\n"
9 "#define highp\n"
10 "#endif\n"
11 "\n"
12 "#ifdef GLSL130\n"
13 "# ifdef VERTEX_SHADER\n"
14 "#  define dp_varying out\n"
15 "#  define dp_attribute in\n"
16 "# endif\n"
17 "# ifdef FRAGMENT_SHADER\n"
18 "out vec4 dp_FragColor;\n"
19 "#  define dp_varying in\n"
20 "#  define dp_attribute in\n"
21 "# endif\n"
22 "# define dp_offsetmapping_dFdx dFdx\n"
23 "# define dp_offsetmapping_dFdy dFdx\n"
24 "# define dp_textureGrad textureGrad\n"
25 "# define dp_texture2D texture\n"
26 "# define dp_texture3D texture\n"
27 "# define dp_textureCube texture\n"
28 "# define dp_shadow2D(a,b) texture(a,b)\n"
29 "#else\n"
30 "# ifdef FRAGMENT_SHADER\n"
31 "#  define dp_FragColor gl_FragColor\n"
32 "# endif\n"
33 "# define dp_varying varying\n"
34 "# define dp_attribute attribute\n"
35 "# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)\n"
36 "# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)\n"
37 "# define dp_textureGrad(a,b,c,d) texture2D(a,b)\n"
38 "# define dp_texture2D texture2D\n"
39 "# define dp_texture3D texture3D\n"
40 "# define dp_textureCube textureCube\n"
41 "# define dp_shadow2D(a,b) float(shadow2D(a,b))\n"
42 "#endif\n"
43 "\n"
44 "#ifdef VERTEX_SHADER\n"
45 "dp_attribute vec4 Attrib_Position;  // vertex\n"
46 "dp_attribute vec4 Attrib_Color;     // color\n"
47 "dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n"
48 "dp_attribute vec3 Attrib_TexCoord1; // svector\n"
49 "dp_attribute vec3 Attrib_TexCoord2; // tvector\n"
50 "dp_attribute vec3 Attrib_TexCoord3; // normal\n"
51 "dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n"
52 "#endif\n"
53 "dp_varying mediump vec4 VertexColor;\n"
54 "\n"
55 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
56 "# define USEFOG\n"
57 "#endif\n"
58 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
59 "# define USELIGHTMAP\n"
60 "#endif\n"
61 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n"
62 "# define USEEYEVECTOR\n"
63 "#endif\n"
64 "\n"
65 "#ifdef USESHADOWMAP2D\n"
66 "# ifdef GL_EXT_gpu_shader4\n"
67 "#   extension GL_EXT_gpu_shader4 : enable\n"
68 "# endif\n"
69 "# ifdef GL_ARB_texture_gather\n"
70 "#   extension GL_ARB_texture_gather : enable\n"
71 "# else\n"
72 "#   ifdef GL_AMD_texture_texture4\n"
73 "#     extension GL_AMD_texture_texture4 : enable\n"
74 "#   endif\n"
75 "# endif\n"
76 "#endif\n"
77 "\n"
78 "//#ifdef USESHADOWSAMPLER\n"
79 "//# extension GL_ARB_shadow : enable\n"
80 "//#endif\n"
81 "\n"
82 "//#ifdef __GLSL_CG_DATA_TYPES\n"
83 "//# define myhalf half\n"
84 "//# define myhalf2 half2\n"
85 "//# define myhalf3 half3\n"
86 "//# define myhalf4 half4\n"
87 "//#else\n"
88 "# define myhalf mediump float\n"
89 "# define myhalf2 mediump vec2\n"
90 "# define myhalf3 mediump vec3\n"
91 "# define myhalf4 mediump vec4\n"
92 "//#endif\n"
93 "\n"
94 "#ifdef VERTEX_SHADER\n"
95 "uniform highp mat4 ModelViewProjectionMatrix;\n"
96 "#endif\n"
97 "\n"
98 "#ifdef MODE_DEPTH_OR_SHADOW\n"
99 "#ifdef VERTEX_SHADER\n"
100 "void main(void)\n"
101 "{\n"
102 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
103 "}\n"
104 "#endif\n"
105 "#else // !MODE_DEPTH_ORSHADOW\n"
106 "\n"
107 "\n"
108 "\n"
109 "\n"
110 "#ifdef MODE_SHOWDEPTH\n"
111 "#ifdef VERTEX_SHADER\n"
112 "void main(void)\n"
113 "{\n"
114 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
115 "       VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
116 "}\n"
117 "#endif\n"
118 "\n"
119 "#ifdef FRAGMENT_SHADER\n"
120 "void main(void)\n"
121 "{\n"
122 "       dp_FragColor = VertexColor;\n"
123 "}\n"
124 "#endif\n"
125 "#else // !MODE_SHOWDEPTH\n"
126 "\n"
127 "\n"
128 "\n"
129 "\n"
130 "#ifdef MODE_POSTPROCESS\n"
131 "dp_varying mediump vec2 TexCoord1;\n"
132 "dp_varying mediump vec2 TexCoord2;\n"
133 "\n"
134 "#ifdef VERTEX_SHADER\n"
135 "void main(void)\n"
136 "{\n"
137 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
138 "       TexCoord1 = Attrib_TexCoord0.xy;\n"
139 "#ifdef USEBLOOM\n"
140 "       TexCoord2 = Attrib_TexCoord4.xy;\n"
141 "#endif\n"
142 "}\n"
143 "#endif\n"
144 "\n"
145 "#ifdef FRAGMENT_SHADER\n"
146 "uniform sampler2D Texture_First;\n"
147 "#ifdef USEBLOOM\n"
148 "uniform sampler2D Texture_Second;\n"
149 "uniform mediump vec4 BloomColorSubtract;\n"
150 "#endif\n"
151 "#ifdef USEGAMMARAMPS\n"
152 "uniform sampler2D Texture_GammaRamps;\n"
153 "#endif\n"
154 "#ifdef USESATURATION\n"
155 "uniform mediump float Saturation;\n"
156 "#endif\n"
157 "#ifdef USEVIEWTINT\n"
158 "uniform mediump vec4 ViewTintColor;\n"
159 "#endif\n"
160 "//uncomment these if you want to use them:\n"
161 "uniform mediump vec4 UserVec1;\n"
162 "uniform mediump vec4 UserVec2;\n"
163 "// uniform mediump vec4 UserVec3;\n"
164 "// uniform mediump vec4 UserVec4;\n"
165 "// uniform highp float ClientTime;\n"
166 "uniform mediump vec2 PixelSize;\n"
167 "void main(void)\n"
168 "{\n"
169 "       dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n"
170 "#ifdef USEBLOOM\n"
171 "       dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
172 "#endif\n"
173 "#ifdef USEVIEWTINT\n"
174 "       dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n"
175 "#endif\n"
176 "\n"
177 "#ifdef USEPOSTPROCESSING\n"
178 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
179 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
180 "       float sobel = 1.0;\n"
181 "       // vec2 ts = textureSize(Texture_First, 0);\n"
182 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
183 "       vec2 px = PixelSize;\n"
184 "       vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
185 "       vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
186 "       vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
187 "       vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
188 "       vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
189 "       vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
190 "       vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
191 "       vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
192 "       vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
193 "       vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
194 "       vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
195 "       vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
196 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
197 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
198 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
199 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
200 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
201 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
202 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
203 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
204 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
205 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
206 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
207 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
208 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
209 "       dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
210 "       dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
211 "       dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
212 "       dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
213 "       dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
214 "       dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
215 "       dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
216 "#endif\n"
217 "\n"
218 "#ifdef USESATURATION\n"
219 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
220 "       float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
221 "       // 'vampire sight' effect, wheres red is compensated\n"
222 "       #ifdef SATURATION_REDCOMPENSATE\n"
223 "               float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n"
224 "               dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
225 "               dp_FragColor.r += rboost;\n"
226 "       #else\n"
227 "               // normal desaturation\n"
228 "               //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n"
229 "               dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
230 "       #endif\n"
231 "#endif\n"
232 "\n"
233 "#ifdef USEGAMMARAMPS\n"
234 "       dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
235 "       dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
236 "       dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
237 "#endif\n"
238 "}\n"
239 "#endif\n"
240 "#else // !MODE_POSTPROCESS\n"
241 "\n"
242 "\n"
243 "\n"
244 "\n"
245 "#ifdef MODE_GENERIC\n"
246 "#ifdef USEDIFFUSE\n"
247 "dp_varying mediump vec2 TexCoord1;\n"
248 "#endif\n"
249 "#ifdef USESPECULAR\n"
250 "dp_varying mediump vec2 TexCoord2;\n"
251 "#endif\n"
252 "#ifdef VERTEX_SHADER\n"
253 "void main(void)\n"
254 "{\n"
255 "       VertexColor = Attrib_Color;\n"
256 "#ifdef USEDIFFUSE\n"
257 "       TexCoord1 = Attrib_TexCoord0.xy;\n"
258 "#endif\n"
259 "#ifdef USESPECULAR\n"
260 "       TexCoord2 = Attrib_TexCoord1.xy;\n"
261 "#endif\n"
262 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
263 "}\n"
264 "#endif\n"
265 "\n"
266 "#ifdef FRAGMENT_SHADER\n"
267 "#ifdef USEDIFFUSE\n"
268 "uniform sampler2D Texture_First;\n"
269 "#endif\n"
270 "#ifdef USESPECULAR\n"
271 "uniform sampler2D Texture_Second;\n"
272 "#endif\n"
273 "\n"
274 "void main(void)\n"
275 "{\n"
276 "#ifdef USEVIEWTINT\n"
277 "       dp_FragColor = VertexColor;\n"
278 "#else\n"
279 "       dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
280 "#endif\n"
281 "#ifdef USEDIFFUSE\n"
282 "       dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n"
283 "#endif\n"
284 "\n"
285 "#ifdef USESPECULAR\n"
286 "       vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n"
287 "# ifdef USECOLORMAPPING\n"
288 "       dp_FragColor *= tex2;\n"
289 "# endif\n"
290 "# ifdef USEGLOW\n"
291 "       dp_FragColor += tex2;\n"
292 "# endif\n"
293 "# ifdef USEVERTEXTEXTUREBLEND\n"
294 "       dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n"
295 "# endif\n"
296 "#endif\n"
297 "}\n"
298 "#endif\n"
299 "#else // !MODE_GENERIC\n"
300 "\n"
301 "\n"
302 "\n"
303 "\n"
304 "#ifdef MODE_BLOOMBLUR\n"
305 "dp_varying mediump vec2 TexCoord;\n"
306 "#ifdef VERTEX_SHADER\n"
307 "void main(void)\n"
308 "{\n"
309 "       VertexColor = Attrib_Color;\n"
310 "       TexCoord = Attrib_TexCoord0.xy;\n"
311 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
312 "}\n"
313 "#endif\n"
314 "\n"
315 "#ifdef FRAGMENT_SHADER\n"
316 "uniform sampler2D Texture_First;\n"
317 "uniform mediump vec4 BloomBlur_Parameters;\n"
318 "\n"
319 "void main(void)\n"
320 "{\n"
321 "       int i;\n"
322 "       vec2 tc = TexCoord;\n"
323 "       vec3 color = dp_texture2D(Texture_First, tc).rgb;\n"
324 "       tc += BloomBlur_Parameters.xy;\n"
325 "       for (i = 1;i < SAMPLES;i++)\n"
326 "       {\n"
327 "               color += dp_texture2D(Texture_First, tc).rgb;\n"
328 "               tc += BloomBlur_Parameters.xy;\n"
329 "       }\n"
330 "       dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
331 "}\n"
332 "#endif\n"
333 "#else // !MODE_BLOOMBLUR\n"
334 "#ifdef MODE_REFRACTION\n"
335 "dp_varying mediump vec2 TexCoord;\n"
336 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
337 "uniform highp mat4 TexMatrix;\n"
338 "#ifdef VERTEX_SHADER\n"
339 "\n"
340 "void main(void)\n"
341 "{\n"
342 "       TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
343 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
344 "       ModelViewProjectionPosition = gl_Position;\n"
345 "}\n"
346 "#endif\n"
347 "\n"
348 "#ifdef FRAGMENT_SHADER\n"
349 "uniform sampler2D Texture_Normal;\n"
350 "uniform sampler2D Texture_Refraction;\n"
351 "uniform sampler2D Texture_Reflection;\n"
352 "\n"
353 "uniform mediump vec4 DistortScaleRefractReflect;\n"
354 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
355 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
356 "uniform mediump vec4 RefractColor;\n"
357 "uniform mediump vec4 ReflectColor;\n"
358 "uniform mediump float ReflectFactor;\n"
359 "uniform mediump float ReflectOffset;\n"
360 "uniform highp float ClientTime;\n"
361 "#ifdef USENORMALMAPSCROLLBLEND\n"
362 "uniform highp vec2 NormalmapScrollBlend;\n"
363 "#endif\n"
364 "\n"
365 "void main(void)\n"
366 "{\n"
367 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
368 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
369 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
370 "       #ifdef USENORMALMAPSCROLLBLEND\n"
371 "               vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
372 "               normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
373 "               vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n"
374 "       #else\n"
375 "               vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
376 "       #endif\n"
377 "       // FIXME temporary hack to detect the case that the reflection\n"
378 "       // gets blackened at edges due to leaving the area that contains actual\n"
379 "       // content.\n"
380 "       // Remove this 'ack once we have a better way to stop this thing from\n"
381 "       // 'appening.\n"
382 "       float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
383 "       f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
384 "       f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
385 "       f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
386 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
387 "       dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
388 "}\n"
389 "#endif\n"
390 "#else // !MODE_REFRACTION\n"
391 "\n"
392 "\n"
393 "\n"
394 "\n"
395 "#ifdef MODE_WATER\n"
396 "dp_varying mediump vec2 TexCoord;\n"
397 "dp_varying highp vec3 EyeVector;\n"
398 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
399 "#ifdef VERTEX_SHADER\n"
400 "uniform highp vec3 EyePosition;\n"
401 "uniform highp mat4 TexMatrix;\n"
402 "\n"
403 "void main(void)\n"
404 "{\n"
405 "       TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
406 "       vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
407 "       EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
408 "       EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
409 "       EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
410 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
411 "       ModelViewProjectionPosition = gl_Position;\n"
412 "}\n"
413 "#endif\n"
414 "\n"
415 "#ifdef FRAGMENT_SHADER\n"
416 "uniform sampler2D Texture_Normal;\n"
417 "uniform sampler2D Texture_Refraction;\n"
418 "uniform sampler2D Texture_Reflection;\n"
419 "\n"
420 "uniform mediump vec4 DistortScaleRefractReflect;\n"
421 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
422 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
423 "uniform mediump vec4 RefractColor;\n"
424 "uniform mediump vec4 ReflectColor;\n"
425 "uniform mediump float ReflectFactor;\n"
426 "uniform mediump float ReflectOffset;\n"
427 "uniform highp float ClientTime;\n"
428 "#ifdef USENORMALMAPSCROLLBLEND\n"
429 "uniform highp vec2 NormalmapScrollBlend;\n"
430 "#endif\n"
431 "\n"
432 "void main(void)\n"
433 "{\n"
434 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
435 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
436 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
437 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
438 "       // slight water animation via 2 layer scrolling (todo: tweak)\n"
439 "       #ifdef USENORMALMAPSCROLLBLEND\n"
440 "               vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
441 "               normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
442 "               vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
443 "       #else\n"
444 "               vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
445 "       #endif\n"
446 "       // FIXME temporary hack to detect the case that the reflection\n"
447 "       // gets blackened at edges due to leaving the area that contains actual\n"
448 "       // content.\n"
449 "       // Remove this 'ack once we have a better way to stop this thing from\n"
450 "       // 'appening.\n"
451 "       float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
452 "       f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
453 "       f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
454 "       f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
455 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
456 "       f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
457 "       f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
458 "       f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
459 "       f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
460 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
461 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
462 "       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"
463 "}\n"
464 "#endif\n"
465 "#else // !MODE_WATER\n"
466 "\n"
467 "\n"
468 "\n"
469 "\n"
470 "// common definitions between vertex shader and fragment shader:\n"
471 "\n"
472 "dp_varying mediump vec4 TexCoordSurfaceLightmap;\n"
473 "#ifdef USEVERTEXTEXTUREBLEND\n"
474 "dp_varying mediump vec2 TexCoord2;\n"
475 "#endif\n"
476 "\n"
477 "#ifdef MODE_LIGHTSOURCE\n"
478 "dp_varying mediump vec3 CubeVector;\n"
479 "#endif\n"
480 "\n"
481 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
482 "dp_varying mediump vec3 LightVector;\n"
483 "#endif\n"
484 "\n"
485 "#ifdef USEEYEVECTOR\n"
486 "dp_varying highp vec4 EyeVectorFogDepth;\n"
487 "#endif\n"
488 "\n"
489 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
490 "dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
491 "dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
492 "dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n"
493 "#else\n"
494 "# ifdef USEFOG\n"
495 "dp_varying highp vec3 EyeVectorModelSpace;\n"
496 "# endif\n"
497 "#endif\n"
498 "\n"
499 "#ifdef USEREFLECTION\n"
500 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
501 "#endif\n"
502 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
503 "uniform highp vec3 LightPosition;\n"
504 "dp_varying highp vec4 ModelViewPosition;\n"
505 "#endif\n"
506 "\n"
507 "#ifdef MODE_LIGHTSOURCE\n"
508 "uniform highp vec3 LightPosition;\n"
509 "#endif\n"
510 "uniform highp vec3 EyePosition;\n"
511 "#ifdef MODE_LIGHTDIRECTION\n"
512 "uniform highp vec3 LightDir;\n"
513 "#endif\n"
514 "uniform highp vec4 FogPlane;\n"
515 "\n"
516 "#ifdef USESHADOWMAPORTHO\n"
517 "dp_varying highp vec3 ShadowMapTC;\n"
518 "#endif\n"
519 "\n"
520 "#ifdef USEBOUNCEGRID\n"
521 "dp_varying highp vec3 BounceGridTexCoord;\n"
522 "#endif\n"
523 "\n"
524 "\n"
525 "\n"
526 "\n"
527 "\n"
528 "\n"
529 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
530 "\n"
531 "// fragment shader specific:\n"
532 "#ifdef FRAGMENT_SHADER\n"
533 "\n"
534 "uniform sampler2D Texture_Normal;\n"
535 "uniform sampler2D Texture_Color;\n"
536 "uniform sampler2D Texture_Gloss;\n"
537 "#ifdef USEGLOW\n"
538 "uniform sampler2D Texture_Glow;\n"
539 "#endif\n"
540 "#ifdef USEVERTEXTEXTUREBLEND\n"
541 "uniform sampler2D Texture_SecondaryNormal;\n"
542 "uniform sampler2D Texture_SecondaryColor;\n"
543 "uniform sampler2D Texture_SecondaryGloss;\n"
544 "#ifdef USEGLOW\n"
545 "uniform sampler2D Texture_SecondaryGlow;\n"
546 "#endif\n"
547 "#endif\n"
548 "#ifdef USECOLORMAPPING\n"
549 "uniform sampler2D Texture_Pants;\n"
550 "uniform sampler2D Texture_Shirt;\n"
551 "#endif\n"
552 "#ifdef USEFOG\n"
553 "#ifdef USEFOGHEIGHTTEXTURE\n"
554 "uniform sampler2D Texture_FogHeightTexture;\n"
555 "#endif\n"
556 "uniform sampler2D Texture_FogMask;\n"
557 "#endif\n"
558 "#ifdef USELIGHTMAP\n"
559 "uniform sampler2D Texture_Lightmap;\n"
560 "#endif\n"
561 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
562 "uniform sampler2D Texture_Deluxemap;\n"
563 "#endif\n"
564 "#ifdef USEREFLECTION\n"
565 "uniform sampler2D Texture_Reflection;\n"
566 "#endif\n"
567 "\n"
568 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
569 "uniform sampler2D Texture_ScreenDepth;\n"
570 "uniform sampler2D Texture_ScreenNormalMap;\n"
571 "#endif\n"
572 "#ifdef USEDEFERREDLIGHTMAP\n"
573 "uniform sampler2D Texture_ScreenDiffuse;\n"
574 "uniform sampler2D Texture_ScreenSpecular;\n"
575 "#endif\n"
576 "\n"
577 "uniform mediump vec3 Color_Pants;\n"
578 "uniform mediump vec3 Color_Shirt;\n"
579 "uniform mediump vec3 FogColor;\n"
580 "\n"
581 "#ifdef USEFOG\n"
582 "uniform highp float FogRangeRecip;\n"
583 "uniform highp float FogPlaneViewDist;\n"
584 "uniform highp float FogHeightFade;\n"
585 "vec3 FogVertex(vec4 surfacecolor)\n"
586 "{\n"
587 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
588 "       vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n"
589 "#endif\n"
590 "       float FogPlaneVertexDist = EyeVectorFogDepth.w;\n"
591 "       float fogfrac;\n"
592 "       vec3 fc = FogColor;\n"
593 "#ifdef USEFOGALPHAHACK\n"
594 "       fc *= surfacecolor.a;\n"
595 "#endif\n"
596 "#ifdef USEFOGHEIGHTTEXTURE\n"
597 "       vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
598 "       fogfrac = fogheightpixel.a;\n"
599 "       return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
600 "#else\n"
601 "# ifdef USEFOGOUTSIDE\n"
602 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
603 "# else\n"
604 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
605 "# endif\n"
606 "       return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
607 "#endif\n"
608 "}\n"
609 "#endif\n"
610 "\n"
611 "#ifdef USEOFFSETMAPPING\n"
612 "uniform mediump vec3 OffsetMapping_ScaleSteps;\n"
613 "vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
614 "{\n"
615 "       float i;\n"
616 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
617 "       // 14 sample relief mapping: linear search and then binary search\n"
618 "       // this basically steps forward a small amount repeatedly until it finds\n"
619 "       // itself inside solid, then jitters forward and back using decreasing\n"
620 "       // amounts to find the impact\n"
621 "       //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_ScaleSteps.x) * vec2(-1, 1), -1);\n"
622 "       //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * OffsetMapping_ScaleSteps.x * vec2(-1, 1), -1);\n"
623 "       vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_ScaleSteps.x * vec2(-1, 1), -1);\n"
624 "       vec3 RT = vec3(TexCoord, 1);\n"
625 "       OffsetVector *= OffsetMapping_ScaleSteps.z;\n"
626 "       for(i = 1.0; i < OffsetMapping_ScaleSteps.y; ++i)\n"
627 "               RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
628 "       RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z)          - 0.5);\n"
629 "       RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.5    - 0.25);\n"
630 "       RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.25   - 0.125);\n"
631 "       RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.125  - 0.0625);\n"
632 "       RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.0625 - 0.03125);\n"
633 "       return RT.xy;\n"
634 "#else\n"
635 "       // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
636 "       //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_ScaleSteps.x) * vec2(-1, 1));\n"
637 "       //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * OffsetMapping_ScaleSteps.x * vec2(-1, 1));\n"
638 "       vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_ScaleSteps.x * vec2(-1, 1));\n"
639 "       OffsetVector *= OffsetMapping_ScaleSteps.z;\n"
640 "       for(i = 0.0; i < OffsetMapping_ScaleSteps.y; ++i)\n"
641 "               TexCoord += OffsetVector * (1.0 - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
642 "       return TexCoord;\n"
643 "#endif\n"
644 "}\n"
645 "#endif // USEOFFSETMAPPING\n"
646 "\n"
647 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
648 "uniform sampler2D Texture_Attenuation;\n"
649 "uniform samplerCube Texture_Cube;\n"
650 "#endif\n"
651 "\n"
652 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
653 "\n"
654 "#ifdef USESHADOWMAP2D\n"
655 "# ifdef USESHADOWSAMPLER\n"
656 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
657 "# else\n"
658 "uniform sampler2D Texture_ShadowMap2D;\n"
659 "# endif\n"
660 "#endif\n"
661 "\n"
662 "#ifdef USESHADOWMAPVSDCT\n"
663 "uniform samplerCube Texture_CubeProjection;\n"
664 "#endif\n"
665 "\n"
666 "#if defined(USESHADOWMAP2D)\n"
667 "uniform mediump vec2 ShadowMap_TextureScale;\n"
668 "uniform mediump vec4 ShadowMap_Parameters;\n"
669 "#endif\n"
670 "\n"
671 "#if defined(USESHADOWMAP2D)\n"
672 "# ifdef USESHADOWMAPORTHO\n"
673 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
674 "# else\n"
675 "#  ifdef USESHADOWMAPVSDCT\n"
676 "vec3 GetShadowMapTC2D(vec3 dir)\n"
677 "{\n"
678 "       vec3 adir = abs(dir);\n"
679 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
680 "       vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n"
681 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
682 "}\n"
683 "#  else\n"
684 "vec3 GetShadowMapTC2D(vec3 dir)\n"
685 "{\n"
686 "       vec3 adir = abs(dir);\n"
687 "       float ma = adir.z;\n"
688 "       vec4 proj = vec4(dir, 2.5);\n"
689 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
690 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
691 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
692 "       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"
693 "}\n"
694 "#  endif\n"
695 "# endif\n"
696 "#endif // defined(USESHADOWMAP2D)\n"
697 "\n"
698 "# ifdef USESHADOWMAP2D\n"
699 "float ShadowMapCompare(vec3 dir)\n"
700 "{\n"
701 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
702 "       float f;\n"
703 "\n"
704 "#  ifdef USESHADOWSAMPLER\n"
705 "#    ifdef USESHADOWMAPPCF\n"
706 "#      define texval(x, y) dp_shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z))  \n"
707 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
708 "       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"
709 "#    else\n"
710 "       f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n"
711 "#    endif\n"
712 "#  else\n"
713 "#    ifdef USESHADOWMAPPCF\n"
714 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
715 "#      ifdef GL_ARB_texture_gather\n"
716 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
717 "#      else\n"
718 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
719 "#      endif\n"
720 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
721 "#      if USESHADOWMAPPCF > 1\n"
722 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
723 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
724 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
725 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
726 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
727 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
728 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
729 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
730 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
731 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
732 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
733 "       locols.yz += group2.ab;\n"
734 "       hicols.yz += group8.rg;\n"
735 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
736 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
737 "                               mix(locols, hicols, offset.y);\n"
738 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
739 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
740 "       f = dot(cols, vec4(1.0/25.0));\n"
741 "#      else\n"
742 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
743 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
744 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
745 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
746 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
747 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
748 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
749 "#      endif\n"
750 "#     else\n"
751 "#      ifdef GL_EXT_gpu_shader4\n"
752 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
753 "#      else\n"
754 "#        define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
755 "#      endif\n"
756 "#      if USESHADOWMAPPCF > 1\n"
757 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
758 "       center *= ShadowMap_TextureScale;\n"
759 "       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"
760 "       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"
761 "       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"
762 "       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"
763 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
764 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
765 "#      else\n"
766 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
767 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
768 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
769 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
770 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
771 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
772 "#      endif\n"
773 "#     endif\n"
774 "#    else\n"
775 "       f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
776 "#    endif\n"
777 "#  endif\n"
778 "#  ifdef USESHADOWMAPORTHO\n"
779 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
780 "#  else\n"
781 "       return f;\n"
782 "#  endif\n"
783 "}\n"
784 "# endif\n"
785 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
786 "#endif // FRAGMENT_SHADER\n"
787 "\n"
788 "\n"
789 "\n"
790 "\n"
791 "#ifdef MODE_DEFERREDGEOMETRY\n"
792 "#ifdef VERTEX_SHADER\n"
793 "uniform highp mat4 TexMatrix;\n"
794 "#ifdef USEVERTEXTEXTUREBLEND\n"
795 "uniform highp mat4 BackgroundTexMatrix;\n"
796 "#endif\n"
797 "uniform highp mat4 ModelViewMatrix;\n"
798 "void main(void)\n"
799 "{\n"
800 "       TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
801 "#ifdef USEVERTEXTEXTUREBLEND\n"
802 "       VertexColor = Attrib_Color;\n"
803 "       TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
804 "#endif\n"
805 "\n"
806 "       // transform unnormalized eye direction into tangent space\n"
807 "#ifdef USEOFFSETMAPPING\n"
808 "       vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
809 "       EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
810 "       EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
811 "       EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
812 "       EyeVectorFogDepth.w = 0.0;\n"
813 "#endif\n"
814 "\n"
815 "       VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n"
816 "       VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n"
817 "       VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n"
818 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
819 "}\n"
820 "#endif // VERTEX_SHADER\n"
821 "\n"
822 "#ifdef FRAGMENT_SHADER\n"
823 "void main(void)\n"
824 "{\n"
825 "#ifdef USEOFFSETMAPPING\n"
826 "       // apply offsetmapping\n"
827 "       vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
828 "       vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
829 "       vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
830 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
831 "#else\n"
832 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
833 "#endif\n"
834 "\n"
835 "#ifdef USEALPHAKILL\n"
836 "       if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n"
837 "               discard;\n"
838 "#endif\n"
839 "\n"
840 "#ifdef USEVERTEXTEXTUREBLEND\n"
841 "       float alpha = offsetMappedTexture2D(Texture_Color).a;\n"
842 "       float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
843 "       //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n"
844 "       //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n"
845 "#endif\n"
846 "\n"
847 "#ifdef USEVERTEXTEXTUREBLEND\n"
848 "       vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
849 "       float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n"
850 "#else\n"
851 "       vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n"
852 "       float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
853 "#endif\n"
854 "\n"
855 "       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"
856 "}\n"
857 "#endif // FRAGMENT_SHADER\n"
858 "#else // !MODE_DEFERREDGEOMETRY\n"
859 "\n"
860 "\n"
861 "\n"
862 "\n"
863 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
864 "#ifdef VERTEX_SHADER\n"
865 "uniform highp mat4 ModelViewMatrix;\n"
866 "void main(void)\n"
867 "{\n"
868 "       ModelViewPosition = ModelViewMatrix * Attrib_Position;\n"
869 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
870 "}\n"
871 "#endif // VERTEX_SHADER\n"
872 "\n"
873 "#ifdef FRAGMENT_SHADER\n"
874 "uniform highp mat4 ViewToLight;\n"
875 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
876 "uniform highp vec2 ScreenToDepth;\n"
877 "uniform myhalf3 DeferredColor_Ambient;\n"
878 "uniform myhalf3 DeferredColor_Diffuse;\n"
879 "#ifdef USESPECULAR\n"
880 "uniform myhalf3 DeferredColor_Specular;\n"
881 "uniform myhalf SpecularPower;\n"
882 "#endif\n"
883 "uniform myhalf2 PixelToScreenTexCoord;\n"
884 "void main(void)\n"
885 "{\n"
886 "       // calculate viewspace pixel position\n"
887 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
888 "       vec3 position;\n"
889 "       position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
890 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
891 "       // decode viewspace pixel normal\n"
892 "       myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
893 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
894 "       // surfacenormal = pixel normal in viewspace\n"
895 "       // LightVector = pixel to light in viewspace\n"
896 "       // CubeVector = position in lightspace\n"
897 "       // eyevector = pixel to view in viewspace\n"
898 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
899 "       myhalf fade = myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
900 "#ifdef USEDIFFUSE\n"
901 "       // calculate diffuse shading\n"
902 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
903 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
904 "#endif\n"
905 "#ifdef USESPECULAR\n"
906 "       // calculate directional shading\n"
907 "       vec3 eyevector = position * -1.0;\n"
908 "#  ifdef USEEXACTSPECULARMATH\n"
909 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
910 "#  else\n"
911 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
912 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
913 "#  endif\n"
914 "#endif\n"
915 "\n"
916 "#if defined(USESHADOWMAP2D)\n"
917 "       fade *= ShadowMapCompare(CubeVector);\n"
918 "#endif\n"
919 "\n"
920 "#ifdef USEDIFFUSE\n"
921 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
922 "#else\n"
923 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
924 "#endif\n"
925 "#ifdef USESPECULAR\n"
926 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
927 "#else\n"
928 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
929 "#endif\n"
930 "\n"
931 "# ifdef USECUBEFILTER\n"
932 "       vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
933 "       gl_FragData[0].rgb *= cubecolor;\n"
934 "       gl_FragData[1].rgb *= cubecolor;\n"
935 "# endif\n"
936 "}\n"
937 "#endif // FRAGMENT_SHADER\n"
938 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
939 "\n"
940 "\n"
941 "\n"
942 "\n"
943 "#ifdef VERTEX_SHADER\n"
944 "uniform highp mat4 TexMatrix;\n"
945 "#ifdef USEVERTEXTEXTUREBLEND\n"
946 "uniform highp mat4 BackgroundTexMatrix;\n"
947 "#endif\n"
948 "#ifdef MODE_LIGHTSOURCE\n"
949 "uniform highp mat4 ModelToLight;\n"
950 "#endif\n"
951 "#ifdef USESHADOWMAPORTHO\n"
952 "uniform highp mat4 ShadowMapMatrix;\n"
953 "#endif\n"
954 "#ifdef USEBOUNCEGRID\n"
955 "uniform highp mat4 BounceGridMatrix;\n"
956 "#endif\n"
957 "void main(void)\n"
958 "{\n"
959 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
960 "       VertexColor = Attrib_Color;\n"
961 "#endif\n"
962 "       // copy the surface texcoord\n"
963 "#ifdef USELIGHTMAP\n"
964 "       TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n"
965 "#else\n"
966 "       TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
967 "#endif\n"
968 "#ifdef USEVERTEXTEXTUREBLEND\n"
969 "       TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
970 "#endif\n"
971 "\n"
972 "#ifdef USEBOUNCEGRID\n"
973 "       BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n"
974 "#endif\n"
975 "\n"
976 "#ifdef MODE_LIGHTSOURCE\n"
977 "       // transform vertex position into light attenuation/cubemap space\n"
978 "       // (-1 to +1 across the light box)\n"
979 "       CubeVector = vec3(ModelToLight * Attrib_Position);\n"
980 "\n"
981 "# ifdef USEDIFFUSE\n"
982 "       // transform unnormalized light direction into tangent space\n"
983 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
984 "       //  normalize it per pixel)\n"
985 "       vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n"
986 "       LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n"
987 "       LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n"
988 "       LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n"
989 "# endif\n"
990 "#endif\n"
991 "\n"
992 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
993 "       LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n"
994 "       LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n"
995 "       LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n"
996 "#endif\n"
997 "\n"
998 "       // transform unnormalized eye direction into tangent space\n"
999 "#ifdef USEEYEVECTOR\n"
1000 "       vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
1001 "       EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
1002 "       EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
1003 "       EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
1004 "#ifdef USEFOG\n"
1005 "       EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n"
1006 "#else\n"
1007 "       EyeVectorFogDepth.w = 0.0;\n"
1008 "#endif\n"
1009 "#endif\n"
1010 "\n"
1011 "\n"
1012 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
1013 "# ifdef USEFOG\n"
1014 "       VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n"
1015 "       VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n"
1016 "       VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n"
1017 "# else\n"
1018 "       VectorS = vec4(Attrib_TexCoord1, 0);\n"
1019 "       VectorT = vec4(Attrib_TexCoord2, 0);\n"
1020 "       VectorR = vec4(Attrib_TexCoord3, 0);\n"
1021 "# endif\n"
1022 "#else\n"
1023 "# ifdef USEFOG\n"
1024 "       EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
1025 "# endif\n"
1026 "#endif\n"
1027 "\n"
1028 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1029 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
1030 "\n"
1031 "#ifdef USESHADOWMAPORTHO\n"
1032 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1033 "#endif\n"
1034 "\n"
1035 "#ifdef USEREFLECTION\n"
1036 "       ModelViewProjectionPosition = gl_Position;\n"
1037 "#endif\n"
1038 "}\n"
1039 "#endif // VERTEX_SHADER\n"
1040 "\n"
1041 "\n"
1042 "\n"
1043 "\n"
1044 "#ifdef FRAGMENT_SHADER\n"
1045 "#ifdef USEDEFERREDLIGHTMAP\n"
1046 "uniform myhalf2 PixelToScreenTexCoord;\n"
1047 "uniform myhalf3 DeferredMod_Diffuse;\n"
1048 "uniform myhalf3 DeferredMod_Specular;\n"
1049 "#endif\n"
1050 "uniform myhalf3 Color_Ambient;\n"
1051 "uniform myhalf3 Color_Diffuse;\n"
1052 "uniform myhalf3 Color_Specular;\n"
1053 "uniform myhalf SpecularPower;\n"
1054 "#ifdef USEGLOW\n"
1055 "uniform myhalf3 Color_Glow;\n"
1056 "#endif\n"
1057 "uniform myhalf Alpha;\n"
1058 "#ifdef USEREFLECTION\n"
1059 "uniform mediump vec4 DistortScaleRefractReflect;\n"
1060 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
1061 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
1062 "uniform mediump vec4 ReflectColor;\n"
1063 "#endif\n"
1064 "#ifdef USEREFLECTCUBE\n"
1065 "uniform highp mat4 ModelToReflectCube;\n"
1066 "uniform sampler2D Texture_ReflectMask;\n"
1067 "uniform samplerCube Texture_ReflectCube;\n"
1068 "#endif\n"
1069 "#ifdef MODE_LIGHTDIRECTION\n"
1070 "uniform myhalf3 LightColor;\n"
1071 "#endif\n"
1072 "#ifdef MODE_LIGHTSOURCE\n"
1073 "uniform myhalf3 LightColor;\n"
1074 "#endif\n"
1075 "#ifdef USEBOUNCEGRID\n"
1076 "uniform sampler3D Texture_BounceGrid;\n"
1077 "uniform float BounceGridIntensity;\n"
1078 "#endif\n"
1079 "uniform highp float ClientTime;\n"
1080 "#ifdef USENORMALMAPSCROLLBLEND\n"
1081 "uniform highp vec2 NormalmapScrollBlend;\n"
1082 "#endif\n"
1083 "void main(void)\n"
1084 "{\n"
1085 "#ifdef USEOFFSETMAPPING\n"
1086 "       // apply offsetmapping\n"
1087 "       vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
1088 "       vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
1089 "       vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
1090 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
1091 "# define TexCoord TexCoordOffset\n"
1092 "#else\n"
1093 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
1094 "# define TexCoord TexCoordSurfaceLightmap.xy\n"
1095 "#endif\n"
1096 "\n"
1097 "       // combine the diffuse textures (base, pants, shirt)\n"
1098 "       myhalf4 color = myhalf4(offsetMappedTexture2D(Texture_Color));\n"
1099 "#ifdef USEALPHAKILL\n"
1100 "       if (color.a < 0.5)\n"
1101 "               discard;\n"
1102 "#endif\n"
1103 "       color.a *= Alpha;\n"
1104 "#ifdef USECOLORMAPPING\n"
1105 "       color.rgb += myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n"
1106 "#endif\n"
1107 "#ifdef USEVERTEXTEXTUREBLEND\n"
1108 "#ifdef USEBOTHALPHAS\n"
1109 "       myhalf4 color2 = myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n"
1110 "       myhalf terrainblend = clamp(myhalf(VertexColor.a) * color.a, myhalf(1.0 - color2.a), myhalf(1.0));\n"
1111 "       color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n"
1112 "#else\n"
1113 "       myhalf terrainblend = clamp(myhalf(VertexColor.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1114 "       //myhalf terrainblend = min(myhalf(VertexColor.a) * color.a * 2.0, myhalf(1.0));\n"
1115 "       //myhalf terrainblend = myhalf(VertexColor.a) * color.a > 0.5;\n"
1116 "       color.rgb = mix(myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1117 "#endif\n"
1118 "       color.a = 1.0;\n"
1119 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1120 "#endif\n"
1121 "\n"
1122 "       // get the surface normal\n"
1123 "#ifdef USEVERTEXTEXTUREBLEND\n"
1124 "       myhalf3 surfacenormal = normalize(mix(myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1125 "#else\n"
1126 "       myhalf3 surfacenormal = normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5, 0.5, 0.5));\n"
1127 "#endif\n"
1128 "\n"
1129 "       // get the material colors\n"
1130 "       myhalf3 diffusetex = color.rgb;\n"
1131 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1132 "# ifdef USEVERTEXTEXTUREBLEND\n"
1133 "       myhalf4 glosstex = mix(myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n"
1134 "# else\n"
1135 "       myhalf4 glosstex = myhalf4(offsetMappedTexture2D(Texture_Gloss));\n"
1136 "# endif\n"
1137 "#endif\n"
1138 "\n"
1139 "#ifdef USEREFLECTCUBE\n"
1140 "       vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n"
1141 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n"
1142 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1143 "       diffusetex += myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1144 "#endif\n"
1145 "\n"
1146 "\n"
1147 "\n"
1148 "\n"
1149 "#ifdef MODE_LIGHTSOURCE\n"
1150 "       // light source\n"
1151 "#ifdef USEDIFFUSE\n"
1152 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1153 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1154 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1155 "#ifdef USESPECULAR\n"
1156 "#ifdef USEEXACTSPECULARMATH\n"
1157 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1158 "#else\n"
1159 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
1160 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1161 "#endif\n"
1162 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1163 "#endif\n"
1164 "#else\n"
1165 "       color.rgb = diffusetex * Color_Ambient;\n"
1166 "#endif\n"
1167 "       color.rgb *= LightColor;\n"
1168 "       color.rgb *= myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1169 "#if defined(USESHADOWMAP2D)\n"
1170 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1171 "#endif\n"
1172 "# ifdef USECUBEFILTER\n"
1173 "       color.rgb *= myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n"
1174 "# endif\n"
1175 "#endif // MODE_LIGHTSOURCE\n"
1176 "\n"
1177 "\n"
1178 "\n"
1179 "\n"
1180 "#ifdef MODE_LIGHTDIRECTION\n"
1181 "#define SHADING\n"
1182 "#ifdef USEDIFFUSE\n"
1183 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1184 "#endif\n"
1185 "#define lightcolor LightColor\n"
1186 "#endif // MODE_LIGHTDIRECTION\n"
1187 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1188 "#define SHADING\n"
1189 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1190 "       myhalf3 lightnormal_modelspace = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1191 "       myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1192 "       // convert modelspace light vector to tangentspace\n"
1193 "       myhalf3 lightnormal;\n"
1194 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1195 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1196 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1197 "       lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
1198 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1199 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1200 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1201 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1202 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1203 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1204 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1205 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1206 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1207 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1208 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1209 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1210 "#define SHADING\n"
1211 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1212 "       myhalf3 lightnormal = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1213 "       myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1214 "#endif\n"
1215 "\n"
1216 "\n"
1217 "\n"
1218 "\n"
1219 "#ifdef MODE_FAKELIGHT\n"
1220 "#define SHADING\n"
1221 "myhalf3 lightnormal = myhalf3(normalize(EyeVectorFogDepth.xyz));\n"
1222 "myhalf3 lightcolor = myhalf3(1.0);\n"
1223 "#endif // MODE_FAKELIGHT\n"
1224 "\n"
1225 "\n"
1226 "\n"
1227 "\n"
1228 "#ifdef MODE_LIGHTMAP\n"
1229 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n"
1230 "#endif // MODE_LIGHTMAP\n"
1231 "#ifdef MODE_VERTEXCOLOR\n"
1232 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(VertexColor.rgb) * Color_Diffuse);\n"
1233 "#endif // MODE_VERTEXCOLOR\n"
1234 "#ifdef MODE_FLATCOLOR\n"
1235 "       color.rgb = diffusetex * Color_Ambient;\n"
1236 "#endif // MODE_FLATCOLOR\n"
1237 "\n"
1238 "\n"
1239 "\n"
1240 "\n"
1241 "#ifdef SHADING\n"
1242 "# ifdef USEDIFFUSE\n"
1243 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1244 "#  ifdef USESPECULAR\n"
1245 "#   ifdef USEEXACTSPECULARMATH\n"
1246 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1247 "#   else\n"
1248 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
1249 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1250 "#   endif\n"
1251 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1252 "#  else\n"
1253 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1254 "#  endif\n"
1255 "# else\n"
1256 "       color.rgb = diffusetex * Color_Ambient;\n"
1257 "# endif\n"
1258 "#endif\n"
1259 "\n"
1260 "#ifdef USESHADOWMAPORTHO\n"
1261 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1262 "#endif\n"
1263 "\n"
1264 "#ifdef USEDEFERREDLIGHTMAP\n"
1265 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1266 "       color.rgb += diffusetex * myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1267 "       color.rgb += glosstex.rgb * myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1268 "#endif\n"
1269 "\n"
1270 "#ifdef USEBOUNCEGRID\n"
1271 "#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
1272 "       myhalf4 bouncegrid_coeff1 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                       )) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n"
1273 "       myhalf4 bouncegrid_coeff2 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.25))) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n"
1274 "       myhalf4 bouncegrid_coeff3 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.50))) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n"
1275 "       // bouncegrid_coeff4 is the bentnormal (average light direction), if that is useful for anything (can be used for specular)\n"
1276 "//     myhalf4 bouncegrid_coeff4 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.75))) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n"
1277 "       myhalf4 bouncegrid_dir = myhalf4((surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz), 1.0);\n"
1278 "       myhalf3 bouncegrid_light = myhalf3(dot(bouncegrid_coeff1, bouncegrid_dir), dot(bouncegrid_coeff2, bouncegrid_dir), dot(bouncegrid_coeff3, bouncegrid_dir));\n"
1279 "       color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n"
1280 "#else\n"
1281 "       color.rgb += diffusetex * myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n"
1282 "#endif\n"
1283 "#endif\n"
1284 "\n"
1285 "#ifdef USEGLOW\n"
1286 "#ifdef USEVERTEXTEXTUREBLEND\n"
1287 "       color.rgb += mix(myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n"
1288 "#else\n"
1289 "       color.rgb += myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n"
1290 "#endif\n"
1291 "#endif\n"
1292 "\n"
1293 "#ifdef USEFOG\n"
1294 "       color.rgb = FogVertex(color);\n"
1295 "#endif\n"
1296 "\n"
1297 "       // 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"
1298 "#ifdef USEREFLECTION\n"
1299 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1300 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1301 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1302 "       #ifdef USENORMALMAPSCROLLBLEND\n"
1303 "               vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
1304 "               normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
1305 "               vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n"
1306 "       #else\n"
1307 "               vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1308 "       #endif\n"
1309 "       // FIXME temporary hack to detect the case that the reflection\n"
1310 "       // gets blackened at edges due to leaving the area that contains actual\n"
1311 "       // content.\n"
1312 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1313 "       // 'appening.\n"
1314 "       float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1315 "       f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1316 "       f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1317 "       f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1318 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1319 "       color.rgb = mix(color.rgb, myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1320 "#endif\n"
1321 "\n"
1322 "       dp_FragColor = vec4(color);\n"
1323 "}\n"
1324 "#endif // FRAGMENT_SHADER\n"
1325 "\n"
1326 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1327 "#endif // !MODE_DEFERREDGEOMETRY\n"
1328 "#endif // !MODE_WATER\n"
1329 "#endif // !MODE_REFRACTION\n"
1330 "#endif // !MODE_BLOOMBLUR\n"
1331 "#endif // !MODE_GENERIC\n"
1332 "#endif // !MODE_POSTPROCESS\n"
1333 "#endif // !MODE_SHOWDEPTH\n"
1334 "#endif // !MODE_DEPTH_OR_SHADOW\n"