]> de.git.xonotic.org Git - xonotic/darkplaces.git/blob - shader_glsl.h
fix fix for shadow sampler sampling
[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 "#ifdef GLSL130\n"
6 "precision highp float;\n"
7 "# ifdef VERTEX_SHADER\n"
8 "#  define dp_varying out\n"
9 "#  define dp_attribute in\n"
10 "# endif\n"
11 "# ifdef FRAGMENT_SHADER\n"
12 "out vec4 dp_FragColor;\n"
13 "#  define dp_varying in\n"
14 "#  define dp_attribute in\n"
15 "# endif\n"
16 "# define dp_offsetmapping_dFdx dFdx\n"
17 "# define dp_offsetmapping_dFdy dFdy\n"
18 "# define dp_textureGrad textureGrad\n"
19 "# define dp_texture2D texture\n"
20 "# define dp_texture3D texture\n"
21 "# define dp_textureCube texture\n"
22 "# define dp_shadow2D(a,b) float(texture(a,b))\n"
23 "#else\n"
24 "# ifdef FRAGMENT_SHADER\n"
25 "#  define dp_FragColor gl_FragColor\n"
26 "# endif\n"
27 "# define dp_varying varying\n"
28 "# define dp_attribute attribute\n"
29 "# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)\n"
30 "# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)\n"
31 "# define dp_textureGrad(a,b,c,d) texture2D(a,b)\n"
32 "# define dp_texture2D texture2D\n"
33 "# define dp_texture3D texture3D\n"
34 "# define dp_textureCube textureCube\n"
35 "# define dp_shadow2D(a,b) float(shadow2D(a,b))\n"
36 "#endif\n"
37 "\n"
38 "// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n"
39 "// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n"
40 "#ifndef GL_ES\n"
41 "#define lowp\n"
42 "#define mediump\n"
43 "#define highp\n"
44 "#endif\n"
45 "\n"
46 "#ifdef VERTEX_SHADER\n"
47 "dp_attribute vec4 Attrib_Position;  // vertex\n"
48 "dp_attribute vec4 Attrib_Color;     // color\n"
49 "dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n"
50 "dp_attribute vec3 Attrib_TexCoord1; // svector\n"
51 "dp_attribute vec3 Attrib_TexCoord2; // tvector\n"
52 "dp_attribute vec3 Attrib_TexCoord3; // normal\n"
53 "dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n"
54 "#endif\n"
55 "dp_varying mediump vec4 VertexColor;\n"
56 "\n"
57 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
58 "# define USEFOG\n"
59 "#endif\n"
60 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n"
61 "# define USELIGHTMAP\n"
62 "#endif\n"
63 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n"
64 "# define USEEYEVECTOR\n"
65 "#endif\n"
66 "\n"
67 "#ifdef USESHADOWMAP2D\n"
68 "# ifdef GL_EXT_gpu_shader4\n"
69 "#   extension GL_EXT_gpu_shader4 : enable\n"
70 "# endif\n"
71 "# ifdef GL_ARB_texture_gather\n"
72 "#   extension GL_ARB_texture_gather : enable\n"
73 "# else\n"
74 "#   ifdef GL_AMD_texture_texture4\n"
75 "#     extension GL_AMD_texture_texture4 : enable\n"
76 "#   endif\n"
77 "# endif\n"
78 "#endif\n"
79 "\n"
80 "//#ifdef USESHADOWSAMPLER\n"
81 "//# extension GL_ARB_shadow : enable\n"
82 "//#endif\n"
83 "\n"
84 "//#ifdef __GLSL_CG_DATA_TYPES\n"
85 "//# define myhalf half\n"
86 "//# define myhalf2 half2\n"
87 "//# define myhalf3 half3\n"
88 "//# define myhalf4 half4\n"
89 "//# define cast_myhalf half\n"
90 "//# define cast_myhalf2 half2\n"
91 "//# define cast_myhalf3 half3\n"
92 "//# define cast_myhalf4 half4\n"
93 "//#else\n"
94 "# define myhalf mediump float\n"
95 "# define myhalf2 mediump vec2\n"
96 "# define myhalf3 mediump vec3\n"
97 "# define myhalf4 mediump vec4\n"
98 "# define cast_myhalf float\n"
99 "# define cast_myhalf2 vec2\n"
100 "# define cast_myhalf3 vec3\n"
101 "# define cast_myhalf4 vec4\n"
102 "//#endif\n"
103 "\n"
104 "#ifdef VERTEX_SHADER\n"
105 "uniform highp mat4 ModelViewProjectionMatrix;\n"
106 "#endif\n"
107 "\n"
108 "#ifdef VERTEX_SHADER\n"
109 "#ifdef USETRIPPY\n"
110 "// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n"
111 "// tweaked scale\n"
112 "uniform highp float ClientTime;\n"
113 "vec4 TrippyVertex(vec4 position)\n"
114 "{\n"
115 "       float worldTime = ClientTime;\n"
116 "       // tweaked for Quake\n"
117 "       worldTime *= 10.0;\n"
118 "       position *= 0.125;\n"
119 "       //~tweaked for Quake\n"
120 "       float distanceSquared = (position.x * position.x + position.z * position.z);\n"
121 "       position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n"
122 "       float y = position.y;\n"
123 "       float x = position.x;\n"
124 "       float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n"
125 "       position.y = x*sin(om)+y*cos(om);\n"
126 "       position.x = x*cos(om)-y*sin(om);\n"
127 "       return position;\n"
128 "}\n"
129 "#endif\n"
130 "#endif\n"
131 "\n"
132 "#ifdef MODE_DEPTH_OR_SHADOW\n"
133 "#ifdef VERTEX_SHADER\n"
134 "void main(void)\n"
135 "{\n"
136 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
137 "#ifdef USETRIPPY\n"
138 "       gl_Position = TrippyVertex(gl_Position);\n"
139 "#endif\n"
140 "}\n"
141 "#endif\n"
142 "\n"
143 "#ifdef FRAGMENT_SHADER\n"
144 "void main(void)\n"
145 "{\n"
146 "       dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n"
147 "}\n"
148 "#endif\n"
149 "#else // !MODE_DEPTH_ORSHADOW\n"
150 "\n"
151 "\n"
152 "\n"
153 "\n"
154 "#ifdef MODE_SHOWDEPTH\n"
155 "#ifdef VERTEX_SHADER\n"
156 "void main(void)\n"
157 "{\n"
158 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
159 "       VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
160 "#ifdef USETRIPPY\n"
161 "       gl_Position = TrippyVertex(gl_Position);\n"
162 "#endif\n"
163 "}\n"
164 "#endif\n"
165 "\n"
166 "#ifdef FRAGMENT_SHADER\n"
167 "void main(void)\n"
168 "{\n"
169 "       dp_FragColor = VertexColor;\n"
170 "}\n"
171 "#endif\n"
172 "#else // !MODE_SHOWDEPTH\n"
173 "\n"
174 "\n"
175 "\n"
176 "\n"
177 "#ifdef MODE_POSTPROCESS\n"
178 "dp_varying mediump vec2 TexCoord1;\n"
179 "dp_varying mediump vec2 TexCoord2;\n"
180 "\n"
181 "#ifdef VERTEX_SHADER\n"
182 "void main(void)\n"
183 "{\n"
184 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
185 "       TexCoord1 = Attrib_TexCoord0.xy;\n"
186 "#ifdef USEBLOOM\n"
187 "       TexCoord2 = Attrib_TexCoord4.xy;\n"
188 "#endif\n"
189 "}\n"
190 "#endif\n"
191 "\n"
192 "#ifdef FRAGMENT_SHADER\n"
193 "uniform sampler2D Texture_First;\n"
194 "#ifdef USEBLOOM\n"
195 "uniform sampler2D Texture_Second;\n"
196 "uniform mediump vec4 BloomColorSubtract;\n"
197 "#endif\n"
198 "#ifdef USEGAMMARAMPS\n"
199 "uniform sampler2D Texture_GammaRamps;\n"
200 "#endif\n"
201 "#ifdef USESATURATION\n"
202 "uniform mediump float Saturation;\n"
203 "#endif\n"
204 "#ifdef USEVIEWTINT\n"
205 "uniform mediump vec4 ViewTintColor;\n"
206 "#endif\n"
207 "//uncomment these if you want to use them:\n"
208 "uniform mediump vec4 UserVec1;\n"
209 "uniform mediump vec4 UserVec2;\n"
210 "// uniform mediump vec4 UserVec3;\n"
211 "// uniform mediump vec4 UserVec4;\n"
212 "// uniform highp float ClientTime;\n"
213 "uniform mediump vec2 PixelSize;\n"
214 "void main(void)\n"
215 "{\n"
216 "       dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n"
217 "#ifdef USEBLOOM\n"
218 "       dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
219 "#endif\n"
220 "#ifdef USEVIEWTINT\n"
221 "       dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n"
222 "#endif\n"
223 "\n"
224 "#ifdef USEPOSTPROCESSING\n"
225 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
226 "// 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"
227 "       float sobel = 1.0;\n"
228 "       // vec2 ts = textureSize(Texture_First, 0);\n"
229 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
230 "       vec2 px = PixelSize;\n"
231 "       vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
232 "       vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
233 "       vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
234 "       vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
235 "       vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
236 "       vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
237 "       vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
238 "       vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
239 "       vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
240 "       vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
241 "       vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
242 "       vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
243 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
244 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
245 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
246 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
247 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
248 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
249 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
250 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
251 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
252 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
253 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
254 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
255 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
256 "       dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
257 "       dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
258 "       dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
259 "       dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
260 "       dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
261 "       dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
262 "       dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
263 "#endif\n"
264 "\n"
265 "#ifdef USESATURATION\n"
266 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
267 "       float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
268 "       // 'vampire sight' effect, wheres red is compensated\n"
269 "       #ifdef SATURATION_REDCOMPENSATE\n"
270 "               float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n"
271 "               dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
272 "               dp_FragColor.r += rboost;\n"
273 "       #else\n"
274 "               // normal desaturation\n"
275 "               //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n"
276 "               dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
277 "       #endif\n"
278 "#endif\n"
279 "\n"
280 "#ifdef USEGAMMARAMPS\n"
281 "       dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
282 "       dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
283 "       dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
284 "#endif\n"
285 "}\n"
286 "#endif\n"
287 "#else // !MODE_POSTPROCESS\n"
288 "\n"
289 "\n"
290 "\n"
291 "\n"
292 "#ifdef MODE_GENERIC\n"
293 "#ifdef USEDIFFUSE\n"
294 "dp_varying mediump vec2 TexCoord1;\n"
295 "#endif\n"
296 "#ifdef USESPECULAR\n"
297 "dp_varying mediump vec2 TexCoord2;\n"
298 "#endif\n"
299 "#ifdef VERTEX_SHADER\n"
300 "void main(void)\n"
301 "{\n"
302 "       VertexColor = Attrib_Color;\n"
303 "#ifdef USEDIFFUSE\n"
304 "       TexCoord1 = Attrib_TexCoord0.xy;\n"
305 "#endif\n"
306 "#ifdef USESPECULAR\n"
307 "       TexCoord2 = Attrib_TexCoord1.xy;\n"
308 "#endif\n"
309 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
310 "#ifdef USETRIPPY\n"
311 "       gl_Position = TrippyVertex(gl_Position);\n"
312 "#endif\n"
313 "}\n"
314 "#endif\n"
315 "\n"
316 "#ifdef FRAGMENT_SHADER\n"
317 "#ifdef USEDIFFUSE\n"
318 "uniform sampler2D Texture_First;\n"
319 "#endif\n"
320 "#ifdef USESPECULAR\n"
321 "uniform sampler2D Texture_Second;\n"
322 "#endif\n"
323 "#ifdef USEGAMMARAMPS\n"
324 "uniform sampler2D Texture_GammaRamps;\n"
325 "#endif\n"
326 "\n"
327 "void main(void)\n"
328 "{\n"
329 "#ifdef USEVIEWTINT\n"
330 "       dp_FragColor = VertexColor;\n"
331 "#else\n"
332 "       dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
333 "#endif\n"
334 "#ifdef USEDIFFUSE\n"
335 "       dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n"
336 "#endif\n"
337 "\n"
338 "#ifdef USESPECULAR\n"
339 "       vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n"
340 "# ifdef USECOLORMAPPING\n"
341 "       dp_FragColor *= tex2;\n"
342 "# endif\n"
343 "# ifdef USEGLOW\n"
344 "       dp_FragColor += tex2;\n"
345 "# endif\n"
346 "# ifdef USEVERTEXTEXTUREBLEND\n"
347 "       dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n"
348 "# endif\n"
349 "#endif\n"
350 "#ifdef USEGAMMARAMPS\n"
351 "       dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
352 "       dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
353 "       dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
354 "#endif\n"
355 "}\n"
356 "#endif\n"
357 "#else // !MODE_GENERIC\n"
358 "\n"
359 "\n"
360 "\n"
361 "\n"
362 "#ifdef MODE_BLOOMBLUR\n"
363 "dp_varying mediump vec2 TexCoord;\n"
364 "#ifdef VERTEX_SHADER\n"
365 "void main(void)\n"
366 "{\n"
367 "       VertexColor = Attrib_Color;\n"
368 "       TexCoord = Attrib_TexCoord0.xy;\n"
369 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
370 "}\n"
371 "#endif\n"
372 "\n"
373 "#ifdef FRAGMENT_SHADER\n"
374 "uniform sampler2D Texture_First;\n"
375 "uniform mediump vec4 BloomBlur_Parameters;\n"
376 "\n"
377 "void main(void)\n"
378 "{\n"
379 "       int i;\n"
380 "       vec2 tc = TexCoord;\n"
381 "       vec3 color = dp_texture2D(Texture_First, tc).rgb;\n"
382 "       tc += BloomBlur_Parameters.xy;\n"
383 "       for (i = 1;i < SAMPLES;i++)\n"
384 "       {\n"
385 "               color += dp_texture2D(Texture_First, tc).rgb;\n"
386 "               tc += BloomBlur_Parameters.xy;\n"
387 "       }\n"
388 "       dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
389 "}\n"
390 "#endif\n"
391 "#else // !MODE_BLOOMBLUR\n"
392 "#ifdef MODE_REFRACTION\n"
393 "dp_varying mediump vec2 TexCoord;\n"
394 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
395 "uniform highp mat4 TexMatrix;\n"
396 "#ifdef VERTEX_SHADER\n"
397 "\n"
398 "void main(void)\n"
399 "{\n"
400 "       TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
401 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
402 "       ModelViewProjectionPosition = gl_Position;\n"
403 "#ifdef USETRIPPY\n"
404 "       gl_Position = TrippyVertex(gl_Position);\n"
405 "#endif\n"
406 "}\n"
407 "#endif\n"
408 "\n"
409 "#ifdef FRAGMENT_SHADER\n"
410 "uniform sampler2D Texture_Normal;\n"
411 "uniform sampler2D Texture_Refraction;\n"
412 "\n"
413 "uniform mediump vec4 DistortScaleRefractReflect;\n"
414 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
415 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
416 "uniform mediump vec4 RefractColor;\n"
417 "uniform mediump vec4 ReflectColor;\n"
418 "uniform highp float ClientTime;\n"
419 "#ifdef USENORMALMAPSCROLLBLEND\n"
420 "uniform highp vec2 NormalmapScrollBlend;\n"
421 "#endif\n"
422 "\n"
423 "void main(void)\n"
424 "{\n"
425 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
426 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
427 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
428 "       #ifdef USENORMALMAPSCROLLBLEND\n"
429 "               vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
430 "               normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
431 "               vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.xy;\n"
432 "       #else\n"
433 "               vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
434 "       #endif\n"
435 "       // FIXME temporary hack to detect the case that the reflection\n"
436 "       // gets blackened at edges due to leaving the area that contains actual\n"
437 "       // content.\n"
438 "       // Remove this 'ack once we have a better way to stop this thing from\n"
439 "       // 'appening.\n"
440 "       float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
441 "       f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
442 "       f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
443 "       f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
444 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
445 "       dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
446 "}\n"
447 "#endif\n"
448 "#else // !MODE_REFRACTION\n"
449 "\n"
450 "\n"
451 "\n"
452 "\n"
453 "#ifdef MODE_WATER\n"
454 "dp_varying mediump vec2 TexCoord;\n"
455 "dp_varying highp vec3 EyeVector;\n"
456 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
457 "#ifdef VERTEX_SHADER\n"
458 "uniform highp vec3 EyePosition;\n"
459 "uniform highp mat4 TexMatrix;\n"
460 "\n"
461 "void main(void)\n"
462 "{\n"
463 "       TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
464 "       vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
465 "       EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
466 "       EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
467 "       EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
468 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
469 "       ModelViewProjectionPosition = gl_Position;\n"
470 "#ifdef USETRIPPY\n"
471 "       gl_Position = TrippyVertex(gl_Position);\n"
472 "#endif\n"
473 "}\n"
474 "#endif\n"
475 "\n"
476 "#ifdef FRAGMENT_SHADER\n"
477 "uniform sampler2D Texture_Normal;\n"
478 "uniform sampler2D Texture_Refraction;\n"
479 "uniform sampler2D Texture_Reflection;\n"
480 "\n"
481 "uniform mediump vec4 DistortScaleRefractReflect;\n"
482 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
483 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
484 "uniform mediump vec4 RefractColor;\n"
485 "uniform mediump vec4 ReflectColor;\n"
486 "uniform mediump float ReflectFactor;\n"
487 "uniform mediump float ReflectOffset;\n"
488 "uniform highp float ClientTime;\n"
489 "#ifdef USENORMALMAPSCROLLBLEND\n"
490 "uniform highp vec2 NormalmapScrollBlend;\n"
491 "#endif\n"
492 "\n"
493 "void main(void)\n"
494 "{\n"
495 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
496 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
497 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
498 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
499 "       // slight water animation via 2 layer scrolling (todo: tweak)\n"
500 "       #ifdef USENORMALMAPSCROLLBLEND\n"
501 "               vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
502 "               normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
503 "               vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
504 "       #else\n"
505 "               vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
506 "       #endif\n"
507 "       // FIXME temporary hack to detect the case that the reflection\n"
508 "       // gets blackened at edges due to leaving the area that contains actual\n"
509 "       // content.\n"
510 "       // Remove this 'ack once we have a better way to stop this thing from\n"
511 "       // 'appening.\n"
512 "       float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
513 "       f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
514 "       f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
515 "       f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
516 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
517 "       f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
518 "       f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
519 "       f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
520 "       f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
521 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
522 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
523 "       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"
524 "}\n"
525 "#endif\n"
526 "#else // !MODE_WATER\n"
527 "\n"
528 "\n"
529 "\n"
530 "\n"
531 "// common definitions between vertex shader and fragment shader:\n"
532 "\n"
533 "dp_varying mediump vec4 TexCoordSurfaceLightmap;\n"
534 "#ifdef USEVERTEXTEXTUREBLEND\n"
535 "dp_varying mediump vec2 TexCoord2;\n"
536 "#endif\n"
537 "\n"
538 "#ifdef MODE_LIGHTSOURCE\n"
539 "dp_varying mediump vec3 CubeVector;\n"
540 "#endif\n"
541 "\n"
542 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
543 "dp_varying mediump vec3 LightVector;\n"
544 "#endif\n"
545 "\n"
546 "#ifdef USEEYEVECTOR\n"
547 "dp_varying highp vec4 EyeVectorFogDepth;\n"
548 "#endif\n"
549 "\n"
550 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
551 "dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
552 "dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
553 "dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n"
554 "#else\n"
555 "# ifdef USEFOG\n"
556 "dp_varying highp vec3 EyeVectorModelSpace;\n"
557 "# endif\n"
558 "#endif\n"
559 "\n"
560 "#ifdef USEREFLECTION\n"
561 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
562 "#endif\n"
563 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
564 "uniform highp vec3 LightPosition;\n"
565 "dp_varying highp vec4 ModelViewPosition;\n"
566 "#endif\n"
567 "\n"
568 "#ifdef MODE_LIGHTSOURCE\n"
569 "uniform highp vec3 LightPosition;\n"
570 "#endif\n"
571 "uniform highp vec3 EyePosition;\n"
572 "#ifdef MODE_LIGHTDIRECTION\n"
573 "uniform highp vec3 LightDir;\n"
574 "#endif\n"
575 "uniform highp vec4 FogPlane;\n"
576 "\n"
577 "#ifdef USESHADOWMAPORTHO\n"
578 "dp_varying highp vec3 ShadowMapTC;\n"
579 "#endif\n"
580 "\n"
581 "#ifdef USEBOUNCEGRID\n"
582 "dp_varying highp vec3 BounceGridTexCoord;\n"
583 "#endif\n"
584 "\n"
585 "\n"
586 "\n"
587 "\n"
588 "\n"
589 "\n"
590 "// 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"
591 "\n"
592 "// fragment shader specific:\n"
593 "#ifdef FRAGMENT_SHADER\n"
594 "\n"
595 "uniform sampler2D Texture_Normal;\n"
596 "uniform sampler2D Texture_Color;\n"
597 "uniform sampler2D Texture_Gloss;\n"
598 "#ifdef USEGLOW\n"
599 "uniform sampler2D Texture_Glow;\n"
600 "#endif\n"
601 "#ifdef USEVERTEXTEXTUREBLEND\n"
602 "uniform sampler2D Texture_SecondaryNormal;\n"
603 "uniform sampler2D Texture_SecondaryColor;\n"
604 "uniform sampler2D Texture_SecondaryGloss;\n"
605 "#ifdef USEGLOW\n"
606 "uniform sampler2D Texture_SecondaryGlow;\n"
607 "#endif\n"
608 "#endif\n"
609 "#ifdef USECOLORMAPPING\n"
610 "uniform sampler2D Texture_Pants;\n"
611 "uniform sampler2D Texture_Shirt;\n"
612 "#endif\n"
613 "#ifdef USEFOG\n"
614 "#ifdef USEFOGHEIGHTTEXTURE\n"
615 "uniform sampler2D Texture_FogHeightTexture;\n"
616 "#endif\n"
617 "uniform sampler2D Texture_FogMask;\n"
618 "#endif\n"
619 "#ifdef USELIGHTMAP\n"
620 "uniform sampler2D Texture_Lightmap;\n"
621 "#endif\n"
622 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
623 "uniform sampler2D Texture_Deluxemap;\n"
624 "#endif\n"
625 "#ifdef USEREFLECTION\n"
626 "uniform sampler2D Texture_Reflection;\n"
627 "#endif\n"
628 "\n"
629 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
630 "uniform sampler2D Texture_ScreenDepth;\n"
631 "uniform sampler2D Texture_ScreenNormalMap;\n"
632 "#endif\n"
633 "#ifdef USEDEFERREDLIGHTMAP\n"
634 "uniform sampler2D Texture_ScreenDiffuse;\n"
635 "uniform sampler2D Texture_ScreenSpecular;\n"
636 "#endif\n"
637 "\n"
638 "uniform mediump vec3 Color_Pants;\n"
639 "uniform mediump vec3 Color_Shirt;\n"
640 "uniform mediump vec3 FogColor;\n"
641 "\n"
642 "#ifdef USEFOG\n"
643 "uniform highp float FogRangeRecip;\n"
644 "uniform highp float FogPlaneViewDist;\n"
645 "uniform highp float FogHeightFade;\n"
646 "vec3 FogVertex(vec4 surfacecolor)\n"
647 "{\n"
648 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
649 "       vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n"
650 "#endif\n"
651 "       float FogPlaneVertexDist = EyeVectorFogDepth.w;\n"
652 "       float fogfrac;\n"
653 "       vec3 fc = FogColor;\n"
654 "#ifdef USEFOGALPHAHACK\n"
655 "       fc *= surfacecolor.a;\n"
656 "#endif\n"
657 "#ifdef USEFOGHEIGHTTEXTURE\n"
658 "       vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
659 "       fogfrac = fogheightpixel.a;\n"
660 "       return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
661 "#else\n"
662 "# ifdef USEFOGOUTSIDE\n"
663 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
664 "# else\n"
665 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
666 "# endif\n"
667 "       return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
668 "#endif\n"
669 "}\n"
670 "#endif\n"
671 "\n"
672 "#ifdef USEOFFSETMAPPING\n"
673 "uniform mediump vec4 OffsetMapping_ScaleSteps;\n"
674 "uniform mediump float OffsetMapping_Bias;\n"
675 "#ifdef USEOFFSETMAPPING_LOD\n"
676 "uniform mediump float OffsetMapping_LodDistance;\n"
677 "#endif\n"
678 "vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
679 "{\n"
680 "       float i;\n"
681 "       // distance-based LOD\n"
682 "#ifdef USEOFFSETMAPPING_LOD\n"
683 "       mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
684 "       mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n"
685 "#else\n"
686 "       #define ScaleSteps OffsetMapping_ScaleSteps\n"
687 "#endif\n"
688 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
689 "       float f;\n"
690 "       // 14 sample relief mapping: linear search and then binary search\n"
691 "       // this basically steps forward a small amount repeatedly until it finds\n"
692 "       // itself inside solid, then jitters forward and back using decreasing\n"
693 "       // amounts to find the impact\n"
694 "       //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n"
695 "       //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n"
696 "       vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n"
697 "       vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n"
698 "       OffsetVector *= ScaleSteps.z;\n"
699 "       for(i = 1.0; i < ScaleSteps.y; ++i)\n"
700 "               RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
701 "       for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n"
702 "               RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n"
703 "       return RT.xy;\n"
704 "#else\n"
705 "       // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
706 "       //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n"
707 "       //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n"
708 "       vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n"
709 "       OffsetVector *= ScaleSteps.z;\n"
710 "       for(i = 0.0; i < ScaleSteps.y; ++i)\n"
711 "               TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
712 "       return TexCoord;\n"
713 "#endif\n"
714 "}\n"
715 "#endif // USEOFFSETMAPPING\n"
716 "\n"
717 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
718 "uniform sampler2D Texture_Attenuation;\n"
719 "uniform samplerCube Texture_Cube;\n"
720 "#endif\n"
721 "\n"
722 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
723 "\n"
724 "#ifdef USESHADOWMAP2D\n"
725 "# ifdef USESHADOWSAMPLER\n"
726 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
727 "# else\n"
728 "uniform sampler2D Texture_ShadowMap2D;\n"
729 "# endif\n"
730 "#endif\n"
731 "\n"
732 "#ifdef USESHADOWMAPVSDCT\n"
733 "uniform samplerCube Texture_CubeProjection;\n"
734 "#endif\n"
735 "\n"
736 "#if defined(USESHADOWMAP2D)\n"
737 "uniform mediump vec2 ShadowMap_TextureScale;\n"
738 "uniform mediump vec4 ShadowMap_Parameters;\n"
739 "#endif\n"
740 "\n"
741 "#if defined(USESHADOWMAP2D)\n"
742 "# ifdef USESHADOWMAPORTHO\n"
743 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
744 "# else\n"
745 "#  ifdef USESHADOWMAPVSDCT\n"
746 "vec3 GetShadowMapTC2D(vec3 dir)\n"
747 "{\n"
748 "       vec3 adir = abs(dir);\n"
749 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
750 "       vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n"
751 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
752 "}\n"
753 "#  else\n"
754 "vec3 GetShadowMapTC2D(vec3 dir)\n"
755 "{\n"
756 "       vec3 adir = abs(dir);\n"
757 "       float ma = adir.z;\n"
758 "       vec4 proj = vec4(dir, 2.5);\n"
759 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
760 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
761 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
762 "       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"
763 "}\n"
764 "#  endif\n"
765 "# endif\n"
766 "#endif // defined(USESHADOWMAP2D)\n"
767 "\n"
768 "# ifdef USESHADOWMAP2D\n"
769 "float ShadowMapCompare(vec3 dir)\n"
770 "{\n"
771 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
772 "       float f;\n"
773 "\n"
774 "#  ifdef USESHADOWSAMPLER\n"
775 "#    ifdef USESHADOWMAPPCF\n"
776 "#      define texval(x, y) dp_shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z))  \n"
777 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
778 "       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"
779 "#    else\n"
780 "       f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n"
781 "#    endif\n"
782 "#  else\n"
783 "#    ifdef USESHADOWMAPPCF\n"
784 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
785 "#      ifdef GL_ARB_texture_gather\n"
786 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
787 "#      else\n"
788 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
789 "#      endif\n"
790 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
791 "#      if USESHADOWMAPPCF > 1\n"
792 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
793 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
794 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
795 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
796 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
797 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
798 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
799 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
800 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
801 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
802 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
803 "       locols.yz += group2.ab;\n"
804 "       hicols.yz += group8.rg;\n"
805 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
806 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
807 "                               mix(locols, hicols, offset.y);\n"
808 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
809 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
810 "       f = dot(cols, vec4(1.0/25.0));\n"
811 "#      else\n"
812 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
813 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
814 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
815 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
816 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
817 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
818 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
819 "#      endif\n"
820 "#     else\n"
821 "#      ifdef GL_EXT_gpu_shader4\n"
822 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
823 "#      else\n"
824 "#        define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
825 "#      endif\n"
826 "#      if USESHADOWMAPPCF > 1\n"
827 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
828 "       center *= ShadowMap_TextureScale;\n"
829 "       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"
830 "       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"
831 "       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"
832 "       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"
833 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
834 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
835 "#      else\n"
836 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
837 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
838 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
839 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
840 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
841 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
842 "#      endif\n"
843 "#     endif\n"
844 "#    else\n"
845 "       f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
846 "#    endif\n"
847 "#  endif\n"
848 "#  ifdef USESHADOWMAPORTHO\n"
849 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
850 "#  else\n"
851 "       return f;\n"
852 "#  endif\n"
853 "}\n"
854 "# endif\n"
855 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
856 "#endif // FRAGMENT_SHADER\n"
857 "\n"
858 "\n"
859 "\n"
860 "\n"
861 "#ifdef MODE_DEFERREDGEOMETRY\n"
862 "#ifdef VERTEX_SHADER\n"
863 "uniform highp mat4 TexMatrix;\n"
864 "#ifdef USEVERTEXTEXTUREBLEND\n"
865 "uniform highp mat4 BackgroundTexMatrix;\n"
866 "#endif\n"
867 "uniform highp mat4 ModelViewMatrix;\n"
868 "void main(void)\n"
869 "{\n"
870 "       TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
871 "#ifdef USEVERTEXTEXTUREBLEND\n"
872 "       VertexColor = Attrib_Color;\n"
873 "       TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
874 "#endif\n"
875 "\n"
876 "       // transform unnormalized eye direction into tangent space\n"
877 "#ifdef USEOFFSETMAPPING\n"
878 "       vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
879 "       EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
880 "       EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
881 "       EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
882 "       EyeVectorFogDepth.w = 0.0;\n"
883 "#endif\n"
884 "\n"
885 "       VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n"
886 "       VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n"
887 "       VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n"
888 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
889 "#ifdef USETRIPPY\n"
890 "       gl_Position = TrippyVertex(gl_Position);\n"
891 "#endif\n"
892 "}\n"
893 "#endif // VERTEX_SHADER\n"
894 "\n"
895 "#ifdef FRAGMENT_SHADER\n"
896 "void main(void)\n"
897 "{\n"
898 "#ifdef USEOFFSETMAPPING\n"
899 "       // apply offsetmapping\n"
900 "       vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
901 "       vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
902 "       vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
903 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
904 "#else\n"
905 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
906 "#endif\n"
907 "\n"
908 "#ifdef USEALPHAKILL\n"
909 "       if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n"
910 "               discard;\n"
911 "#endif\n"
912 "\n"
913 "#ifdef USEVERTEXTEXTUREBLEND\n"
914 "       float alpha = offsetMappedTexture2D(Texture_Color).a;\n"
915 "       float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
916 "       //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n"
917 "       //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n"
918 "#endif\n"
919 "\n"
920 "#ifdef USEVERTEXTEXTUREBLEND\n"
921 "       vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
922 "       float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n"
923 "#else\n"
924 "       vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n"
925 "       float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
926 "#endif\n"
927 "\n"
928 "       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"
929 "}\n"
930 "#endif // FRAGMENT_SHADER\n"
931 "#else // !MODE_DEFERREDGEOMETRY\n"
932 "\n"
933 "\n"
934 "\n"
935 "\n"
936 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
937 "#ifdef VERTEX_SHADER\n"
938 "uniform highp mat4 ModelViewMatrix;\n"
939 "void main(void)\n"
940 "{\n"
941 "       ModelViewPosition = ModelViewMatrix * Attrib_Position;\n"
942 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
943 "}\n"
944 "#endif // VERTEX_SHADER\n"
945 "\n"
946 "#ifdef FRAGMENT_SHADER\n"
947 "uniform highp mat4 ViewToLight;\n"
948 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
949 "uniform highp vec2 ScreenToDepth;\n"
950 "uniform myhalf3 DeferredColor_Ambient;\n"
951 "uniform myhalf3 DeferredColor_Diffuse;\n"
952 "#ifdef USESPECULAR\n"
953 "uniform myhalf3 DeferredColor_Specular;\n"
954 "uniform myhalf SpecularPower;\n"
955 "#endif\n"
956 "uniform myhalf2 PixelToScreenTexCoord;\n"
957 "void main(void)\n"
958 "{\n"
959 "       // calculate viewspace pixel position\n"
960 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
961 "       vec3 position;\n"
962 "       position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
963 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
964 "       // decode viewspace pixel normal\n"
965 "       myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
966 "       myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n"
967 "       // surfacenormal = pixel normal in viewspace\n"
968 "       // LightVector = pixel to light in viewspace\n"
969 "       // CubeVector = position in lightspace\n"
970 "       // eyevector = pixel to view in viewspace\n"
971 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
972 "       myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
973 "#ifdef USEDIFFUSE\n"
974 "       // calculate diffuse shading\n"
975 "       myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));\n"
976 "       myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
977 "#endif\n"
978 "#ifdef USESPECULAR\n"
979 "       // calculate directional shading\n"
980 "       vec3 eyevector = position * -1.0;\n"
981 "#  ifdef USEEXACTSPECULARMATH\n"
982 "       myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 1.0 + SpecularPower * normalmap.a);\n"
983 "#  else\n"
984 "       myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(eyevector)));\n"
985 "       myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * normalmap.a);\n"
986 "#  endif\n"
987 "#endif\n"
988 "\n"
989 "#if defined(USESHADOWMAP2D)\n"
990 "       fade *= ShadowMapCompare(CubeVector);\n"
991 "#endif\n"
992 "\n"
993 "#ifdef USESPECULAR\n"
994 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
995 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
996 "# ifdef USECUBEFILTER\n"
997 "       vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
998 "       gl_FragData[0].rgb *= cubecolor;\n"
999 "       gl_FragData[1].rgb *= cubecolor;\n"
1000 "# endif\n"
1001 "#else\n"
1002 "# ifdef USEDIFFUSE\n"
1003 "       gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1004 "# else\n"
1005 "       gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1006 "# endif\n"
1007 "# ifdef USECUBEFILTER\n"
1008 "       vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
1009 "       gl_FragColor.rgb *= cubecolor;\n"
1010 "# endif\n"
1011 "#endif\n"
1012 "       \n"
1013 "}\n"
1014 "#endif // FRAGMENT_SHADER\n"
1015 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1016 "\n"
1017 "\n"
1018 "\n"
1019 "\n"
1020 "#ifdef VERTEX_SHADER\n"
1021 "uniform highp mat4 TexMatrix;\n"
1022 "#ifdef USEVERTEXTEXTUREBLEND\n"
1023 "uniform highp mat4 BackgroundTexMatrix;\n"
1024 "#endif\n"
1025 "#ifdef MODE_LIGHTSOURCE\n"
1026 "uniform highp mat4 ModelToLight;\n"
1027 "#endif\n"
1028 "#ifdef USESHADOWMAPORTHO\n"
1029 "uniform highp mat4 ShadowMapMatrix;\n"
1030 "#endif\n"
1031 "#ifdef USEBOUNCEGRID\n"
1032 "uniform highp mat4 BounceGridMatrix;\n"
1033 "#endif\n"
1034 "void main(void)\n"
1035 "{\n"
1036 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
1037 "       VertexColor = Attrib_Color;\n"
1038 "#endif\n"
1039 "       // copy the surface texcoord\n"
1040 "#ifdef USELIGHTMAP\n"
1041 "       TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n"
1042 "#else\n"
1043 "       TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
1044 "#endif\n"
1045 "#ifdef USEVERTEXTEXTUREBLEND\n"
1046 "       TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
1047 "#endif\n"
1048 "\n"
1049 "#ifdef USEBOUNCEGRID\n"
1050 "       BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n"
1051 "#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
1052 "       BounceGridTexCoord.z *= 0.125;\n"
1053 "#endif\n"
1054 "#endif\n"
1055 "\n"
1056 "#ifdef MODE_LIGHTSOURCE\n"
1057 "       // transform vertex position into light attenuation/cubemap space\n"
1058 "       // (-1 to +1 across the light box)\n"
1059 "       CubeVector = vec3(ModelToLight * Attrib_Position);\n"
1060 "\n"
1061 "# ifdef USEDIFFUSE\n"
1062 "       // transform unnormalized light direction into tangent space\n"
1063 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1064 "       //  normalize it per pixel)\n"
1065 "       vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n"
1066 "       LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n"
1067 "       LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n"
1068 "       LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n"
1069 "# endif\n"
1070 "#endif\n"
1071 "\n"
1072 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1073 "       LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n"
1074 "       LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n"
1075 "       LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n"
1076 "#endif\n"
1077 "\n"
1078 "       // transform unnormalized eye direction into tangent space\n"
1079 "#ifdef USEEYEVECTOR\n"
1080 "       vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
1081 "       EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
1082 "       EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
1083 "       EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
1084 "#ifdef USEFOG\n"
1085 "       EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n"
1086 "#else\n"
1087 "       EyeVectorFogDepth.w = 0.0;\n"
1088 "#endif\n"
1089 "#endif\n"
1090 "\n"
1091 "\n"
1092 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
1093 "# ifdef USEFOG\n"
1094 "       VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n"
1095 "       VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n"
1096 "       VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n"
1097 "# else\n"
1098 "       VectorS = vec4(Attrib_TexCoord1, 0);\n"
1099 "       VectorT = vec4(Attrib_TexCoord2, 0);\n"
1100 "       VectorR = vec4(Attrib_TexCoord3, 0);\n"
1101 "# endif\n"
1102 "#else\n"
1103 "# ifdef USEFOG\n"
1104 "       EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
1105 "# endif\n"
1106 "#endif\n"
1107 "\n"
1108 "       // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n"
1109 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
1110 "\n"
1111 "#ifdef USESHADOWMAPORTHO\n"
1112 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1113 "#endif\n"
1114 "\n"
1115 "#ifdef USEREFLECTION\n"
1116 "       ModelViewProjectionPosition = gl_Position;\n"
1117 "#endif\n"
1118 "#ifdef USETRIPPY\n"
1119 "       gl_Position = TrippyVertex(gl_Position);\n"
1120 "#endif\n"
1121 "}\n"
1122 "#endif // VERTEX_SHADER\n"
1123 "\n"
1124 "\n"
1125 "\n"
1126 "\n"
1127 "#ifdef FRAGMENT_SHADER\n"
1128 "#ifdef USEDEFERREDLIGHTMAP\n"
1129 "uniform myhalf2 PixelToScreenTexCoord;\n"
1130 "uniform myhalf3 DeferredMod_Diffuse;\n"
1131 "uniform myhalf3 DeferredMod_Specular;\n"
1132 "#endif\n"
1133 "uniform myhalf3 Color_Ambient;\n"
1134 "uniform myhalf3 Color_Diffuse;\n"
1135 "uniform myhalf3 Color_Specular;\n"
1136 "uniform myhalf SpecularPower;\n"
1137 "#ifdef USEGLOW\n"
1138 "uniform myhalf3 Color_Glow;\n"
1139 "#endif\n"
1140 "uniform myhalf Alpha;\n"
1141 "#ifdef USEREFLECTION\n"
1142 "uniform mediump vec4 DistortScaleRefractReflect;\n"
1143 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
1144 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
1145 "uniform mediump vec4 ReflectColor;\n"
1146 "#endif\n"
1147 "#ifdef USEREFLECTCUBE\n"
1148 "uniform highp mat4 ModelToReflectCube;\n"
1149 "uniform sampler2D Texture_ReflectMask;\n"
1150 "uniform samplerCube Texture_ReflectCube;\n"
1151 "#endif\n"
1152 "#ifdef MODE_LIGHTDIRECTION\n"
1153 "uniform myhalf3 LightColor;\n"
1154 "#endif\n"
1155 "#ifdef MODE_LIGHTSOURCE\n"
1156 "uniform myhalf3 LightColor;\n"
1157 "#endif\n"
1158 "#ifdef USEBOUNCEGRID\n"
1159 "uniform sampler3D Texture_BounceGrid;\n"
1160 "uniform float BounceGridIntensity;\n"
1161 "uniform highp mat4 BounceGridMatrix;\n"
1162 "#endif\n"
1163 "uniform highp float ClientTime;\n"
1164 "#ifdef USENORMALMAPSCROLLBLEND\n"
1165 "uniform highp vec2 NormalmapScrollBlend;\n"
1166 "#endif\n"
1167 "void main(void)\n"
1168 "{\n"
1169 "#ifdef USEOFFSETMAPPING\n"
1170 "       // apply offsetmapping\n"
1171 "       vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
1172 "       vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
1173 "       vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
1174 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
1175 "# define TexCoord TexCoordOffset\n"
1176 "#else\n"
1177 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
1178 "# define TexCoord TexCoordSurfaceLightmap.xy\n"
1179 "#endif\n"
1180 "\n"
1181 "       // combine the diffuse textures (base, pants, shirt)\n"
1182 "       myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));\n"
1183 "#ifdef USEALPHAKILL\n"
1184 "       if (color.a < 0.5)\n"
1185 "               discard;\n"
1186 "#endif\n"
1187 "       color.a *= Alpha;\n"
1188 "#ifdef USECOLORMAPPING\n"
1189 "       color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n"
1190 "#endif\n"
1191 "#ifdef USEVERTEXTEXTUREBLEND\n"
1192 "#ifdef USEBOTHALPHAS\n"
1193 "       myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n"
1194 "       myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));\n"
1195 "       color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n"
1196 "#else\n"
1197 "       myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));\n"
1198 "       //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));\n"
1199 "       //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;\n"
1200 "       color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1201 "#endif\n"
1202 "       color.a = 1.0;\n"
1203 "       //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1204 "#endif\n"
1205 "\n"
1206 "       // get the surface normal\n"
1207 "#ifdef USEVERTEXTEXTUREBLEND\n"
1208 "       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"
1209 "#else\n"
1210 "       myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));\n"
1211 "#endif\n"
1212 "\n"
1213 "       // get the material colors\n"
1214 "       myhalf3 diffusetex = color.rgb;\n"
1215 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1216 "# ifdef USEVERTEXTEXTUREBLEND\n"
1217 "       myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n"
1218 "# else\n"
1219 "       myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));\n"
1220 "# endif\n"
1221 "#endif\n"
1222 "\n"
1223 "#ifdef USEREFLECTCUBE\n"
1224 "       vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n"
1225 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n"
1226 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1227 "       diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1228 "#endif\n"
1229 "\n"
1230 "\n"
1231 "\n"
1232 "\n"
1233 "#ifdef MODE_LIGHTSOURCE\n"
1234 "       // light source\n"
1235 "#ifdef USEDIFFUSE\n"
1236 "       myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n"
1237 "       myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1238 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1239 "#ifdef USESPECULAR\n"
1240 "#ifdef USEEXACTSPECULARMATH\n"
1241 "       myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a);\n"
1242 "#else\n"
1243 "       myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
1244 "       myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a);\n"
1245 "#endif\n"
1246 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1247 "#endif\n"
1248 "#else\n"
1249 "       color.rgb = diffusetex * Color_Ambient;\n"
1250 "#endif\n"
1251 "       color.rgb *= LightColor;\n"
1252 "       color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1253 "#if defined(USESHADOWMAP2D)\n"
1254 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1255 "#endif\n"
1256 "# ifdef USECUBEFILTER\n"
1257 "       color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n"
1258 "# endif\n"
1259 "#endif // MODE_LIGHTSOURCE\n"
1260 "\n"
1261 "\n"
1262 "\n"
1263 "\n"
1264 "#ifdef MODE_LIGHTDIRECTION\n"
1265 "       #define SHADING\n"
1266 "       #ifdef USEDIFFUSE\n"
1267 "               myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n"
1268 "       #endif\n"
1269 "       #define lightcolor LightColor\n"
1270 "#endif // MODE_LIGHTDIRECTION\n"
1271 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1272 "   #define SHADING\n"
1273 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1274 "       myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n"
1275 "       myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1276 "       // convert modelspace light vector to tangentspace\n"
1277 "       myhalf3 lightnormal;\n"
1278 "       lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n"
1279 "       lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n"
1280 "       lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));\n"
1281 "       lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
1282 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1283 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1284 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1285 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1286 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1287 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1288 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1289 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1290 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1291 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1292 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1293 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1294 "   #define SHADING\n"
1295 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1296 "       myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n"
1297 "       myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1298 "#endif\n"
1299 "#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
1300 "       #define SHADING\n"
1301 "       // forced deluxemap on lightmapped/vertexlit surfaces\n"
1302 "       myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);\n"
1303 "   #ifdef USELIGHTMAP\n"
1304 "               myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1305 "   #else\n"
1306 "               myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n"
1307 "   #endif\n"
1308 "#endif\n"
1309 "#ifdef MODE_FAKELIGHT\n"
1310 "       #define SHADING\n"
1311 "       myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n"
1312 "       myhalf3 lightcolor = cast_myhalf3(1.0);\n"
1313 "#endif // MODE_FAKELIGHT\n"
1314 "\n"
1315 "\n"
1316 "\n"
1317 "\n"
1318 "#ifdef MODE_LIGHTMAP\n"
1319 "       color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n"
1320 "#endif // MODE_LIGHTMAP\n"
1321 "#ifdef MODE_VERTEXCOLOR\n"
1322 "       color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);\n"
1323 "#endif // MODE_VERTEXCOLOR\n"
1324 "#ifdef MODE_FLATCOLOR\n"
1325 "       color.rgb = diffusetex * Color_Ambient;\n"
1326 "#endif // MODE_FLATCOLOR\n"
1327 "\n"
1328 "\n"
1329 "\n"
1330 "\n"
1331 "#ifdef SHADING\n"
1332 "# ifdef USEDIFFUSE\n"
1333 "       myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1334 "#  ifdef USESPECULAR\n"
1335 "#   ifdef USEEXACTSPECULARMATH\n"
1336 "       myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a);\n"
1337 "#   else\n"
1338 "       myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
1339 "       myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a);\n"
1340 "#   endif\n"
1341 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1342 "#  else\n"
1343 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1344 "#  endif\n"
1345 "# else\n"
1346 "       color.rgb = diffusetex * Color_Ambient;\n"
1347 "# endif\n"
1348 "#endif\n"
1349 "\n"
1350 "#ifdef USESHADOWMAPORTHO\n"
1351 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1352 "#endif\n"
1353 "\n"
1354 "#ifdef USEDEFERREDLIGHTMAP\n"
1355 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1356 "       color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1357 "       color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1358 "#endif\n"
1359 "\n"
1360 "#ifdef USEBOUNCEGRID\n"
1361 "#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
1362 "//     myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));\n"
1363 "//     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"
1364 "       myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n"
1365 "       myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n"
1366 "       myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n"
1367 "       myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n"
1368 "       myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n"
1369 "       myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n"
1370 "       myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n"
1371 "       myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n"
1372 "       myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n"
1373 "//     bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);\n"
1374 "       myhalf3 bouncegrid_light = cast_myhalf3(\n"
1375 "               dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n"
1376 "               dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n"
1377 "               dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n"
1378 "       color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n"
1379 "//     color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n"
1380 "#else\n"
1381 "       color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n"
1382 "#endif\n"
1383 "#endif\n"
1384 "\n"
1385 "#ifdef USEGLOW\n"
1386 "#ifdef USEVERTEXTEXTUREBLEND\n"
1387 "       color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n"
1388 "#else\n"
1389 "       color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n"
1390 "#endif\n"
1391 "#endif\n"
1392 "\n"
1393 "#ifdef USEFOG\n"
1394 "       color.rgb = FogVertex(color);\n"
1395 "#endif\n"
1396 "\n"
1397 "       // 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"
1398 "#ifdef USEREFLECTION\n"
1399 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1400 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1401 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1402 "       #ifdef USENORMALMAPSCROLLBLEND\n"
1403 "# ifdef USEOFFSETMAPPING\n"
1404 "               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"
1405 "# else\n"
1406 "               vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
1407 "# endif\n"
1408 "               normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
1409 "               vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n"
1410 "       #else\n"
1411 "               vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1412 "       #endif\n"
1413 "       // FIXME temporary hack to detect the case that the reflection\n"
1414 "       // gets blackened at edges due to leaving the area that contains actual\n"
1415 "       // content.\n"
1416 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1417 "       // 'appening.\n"
1418 "       float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1419 "       f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1420 "       f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1421 "       f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1422 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1423 "       color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1424 "#endif\n"
1425 "\n"
1426 "       dp_FragColor = vec4(color);\n"
1427 "}\n"
1428 "#endif // FRAGMENT_SHADER\n"
1429 "\n"
1430 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1431 "#endif // !MODE_DEFERREDGEOMETRY\n"
1432 "#endif // !MODE_WATER\n"
1433 "#endif // !MODE_REFRACTION\n"
1434 "#endif // !MODE_BLOOMBLUR\n"
1435 "#endif // !MODE_GENERIC\n"
1436 "#endif // !MODE_POSTPROCESS\n"
1437 "#endif // !MODE_SHOWDEPTH\n"
1438 "#endif // !MODE_DEPTH_OR_SHADOW\n"