added r_celshading cvar and GLSL shader code
[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 USECELSHADING\n"
6 "# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));\n"
7 "# ifdef USEEXACTSPECULARMATH\n"
8 "#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);\n"
9 "# else\n"
10 "#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);\n"
11 "# endif\n"
12 "#else\n"
13 "# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
14 "# ifdef USEEXACTSPECULARMATH\n"
15 "#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);\n"
16 "# else\n"
17 "#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);\n"
18 "# endif\n"
19 "#endif\n"
20 "\n"
21 "#ifdef GLSL130\n"
22 "precision highp float;\n"
23 "# ifdef VERTEX_SHADER\n"
24 "#  define dp_varying out\n"
25 "#  define dp_attribute in\n"
26 "# endif\n"
27 "# ifdef FRAGMENT_SHADER\n"
28 "out vec4 dp_FragColor;\n"
29 "#  define dp_varying in\n"
30 "#  define dp_attribute in\n"
31 "# endif\n"
32 "# define dp_offsetmapping_dFdx dFdx\n"
33 "# define dp_offsetmapping_dFdy dFdy\n"
34 "# define dp_textureGrad textureGrad\n"
35 "# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))\n"
36 "# define dp_texture2D texture\n"
37 "# define dp_texture3D texture\n"
38 "# define dp_textureCube texture\n"
39 "# define dp_shadow2D(a,b) float(texture(a,b))\n"
40 "#else\n"
41 "# ifdef FRAGMENT_SHADER\n"
42 "#  define dp_FragColor gl_FragColor\n"
43 "# endif\n"
44 "# define dp_varying varying\n"
45 "# define dp_attribute attribute\n"
46 "# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)\n"
47 "# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)\n"
48 "# define dp_textureGrad(a,b,c,d) texture2D(a,b)\n"
49 "# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))\n"
50 "# define dp_texture2D texture2D\n"
51 "# define dp_texture3D texture3D\n"
52 "# define dp_textureCube textureCube\n"
53 "# define dp_shadow2D(a,b) float(shadow2D(a,b))\n"
54 "#endif\n"
55 "\n"
56 "// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n"
57 "// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n"
58 "#ifndef GL_ES\n"
59 "#define lowp\n"
60 "#define mediump\n"
61 "#define highp\n"
62 "#endif\n"
63 "\n"
64 "#ifdef USEDEPTHRGB\n"
65 "       // for 565 RGB we'd need to use different multipliers\n"
66 "#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))\n"
67 "#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))\n"
68 "#endif\n"
69 "\n"
70 "#ifdef VERTEX_SHADER\n"
71 "dp_attribute vec4 Attrib_Position;  // vertex\n"
72 "dp_attribute vec4 Attrib_Color;     // color\n"
73 "dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n"
74 "dp_attribute vec3 Attrib_TexCoord1; // svector\n"
75 "dp_attribute vec3 Attrib_TexCoord2; // tvector\n"
76 "dp_attribute vec3 Attrib_TexCoord3; // normal\n"
77 "dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n"
78 "#endif\n"
79 "dp_varying mediump vec4 VertexColor;\n"
80 "\n"
81 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
82 "# define USEFOG\n"
83 "#endif\n"
84 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n"
85 "# define USELIGHTMAP\n"
86 "#endif\n"
87 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n"
88 "# define USEEYEVECTOR\n"
89 "#endif\n"
90 "\n"
91 "#ifdef USESHADOWMAP2D\n"
92 "# ifdef GL_EXT_gpu_shader4\n"
93 "#   extension GL_EXT_gpu_shader4 : enable\n"
94 "# endif\n"
95 "# ifdef GL_ARB_texture_gather\n"
96 "#   extension GL_ARB_texture_gather : enable\n"
97 "# else\n"
98 "#   ifdef GL_AMD_texture_texture4\n"
99 "#     extension GL_AMD_texture_texture4 : enable\n"
100 "#   endif\n"
101 "# endif\n"
102 "#endif\n"
103 "\n"
104 "//#ifdef USESHADOWSAMPLER\n"
105 "//# extension GL_ARB_shadow : enable\n"
106 "//#endif\n"
107 "\n"
108 "//#ifdef __GLSL_CG_DATA_TYPES\n"
109 "//# define myhalf half\n"
110 "//# define myhalf2 half2\n"
111 "//# define myhalf3 half3\n"
112 "//# define myhalf4 half4\n"
113 "//# define cast_myhalf half\n"
114 "//# define cast_myhalf2 half2\n"
115 "//# define cast_myhalf3 half3\n"
116 "//# define cast_myhalf4 half4\n"
117 "//#else\n"
118 "# define myhalf mediump float\n"
119 "# define myhalf2 mediump vec2\n"
120 "# define myhalf3 mediump vec3\n"
121 "# define myhalf4 mediump vec4\n"
122 "# define cast_myhalf float\n"
123 "# define cast_myhalf2 vec2\n"
124 "# define cast_myhalf3 vec3\n"
125 "# define cast_myhalf4 vec4\n"
126 "//#endif\n"
127 "\n"
128 "#ifdef VERTEX_SHADER\n"
129 "uniform highp mat4 ModelViewProjectionMatrix;\n"
130 "#endif\n"
131 "\n"
132 "#ifdef VERTEX_SHADER\n"
133 "#ifdef USETRIPPY\n"
134 "// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n"
135 "// tweaked scale\n"
136 "uniform highp float ClientTime;\n"
137 "vec4 TrippyVertex(vec4 position)\n"
138 "{\n"
139 "       float worldTime = ClientTime;\n"
140 "       // tweaked for Quake\n"
141 "       worldTime *= 10.0;\n"
142 "       position *= 0.125;\n"
143 "       //~tweaked for Quake\n"
144 "       float distanceSquared = (position.x * position.x + position.z * position.z);\n"
145 "       position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n"
146 "       float y = position.y;\n"
147 "       float x = position.x;\n"
148 "       float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n"
149 "       position.y = x*sin(om)+y*cos(om);\n"
150 "       position.x = x*cos(om)-y*sin(om);\n"
151 "       return position;\n"
152 "}\n"
153 "#endif\n"
154 "#endif\n"
155 "\n"
156 "#ifdef MODE_DEPTH_OR_SHADOW\n"
157 "dp_varying highp float Depth;\n"
158 "#ifdef VERTEX_SHADER\n"
159 "void main(void)\n"
160 "{\n"
161 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
162 "#ifdef USETRIPPY\n"
163 "       gl_Position = TrippyVertex(gl_Position);\n"
164 "#endif\n"
165 "       Depth = gl_Position.z;\n"
166 "}\n"
167 "#endif\n"
168 "\n"
169 "#ifdef FRAGMENT_SHADER\n"
170 "void main(void)\n"
171 "{\n"
172 "#ifdef USEDEPTHRGB\n"
173 "       dp_FragColor = encodedepthmacro(Depth);\n"
174 "#else\n"
175 "       dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n"
176 "#endif\n"
177 "}\n"
178 "#endif\n"
179 "#else // !MODE_DEPTH_ORSHADOW\n"
180 "\n"
181 "\n"
182 "\n"
183 "\n"
184 "#ifdef MODE_SHOWDEPTH\n"
185 "#ifdef VERTEX_SHADER\n"
186 "void main(void)\n"
187 "{\n"
188 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
189 "       VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
190 "#ifdef USETRIPPY\n"
191 "       gl_Position = TrippyVertex(gl_Position);\n"
192 "#endif\n"
193 "}\n"
194 "#endif\n"
195 "\n"
196 "#ifdef FRAGMENT_SHADER\n"
197 "void main(void)\n"
198 "{\n"
199 "       dp_FragColor = VertexColor;\n"
200 "}\n"
201 "#endif\n"
202 "#else // !MODE_SHOWDEPTH\n"
203 "\n"
204 "\n"
205 "\n"
206 "\n"
207 "#ifdef MODE_POSTPROCESS\n"
208 "dp_varying mediump vec2 TexCoord1;\n"
209 "dp_varying mediump vec2 TexCoord2;\n"
210 "\n"
211 "#ifdef VERTEX_SHADER\n"
212 "void main(void)\n"
213 "{\n"
214 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
215 "       TexCoord1 = Attrib_TexCoord0.xy;\n"
216 "#ifdef USEBLOOM\n"
217 "       TexCoord2 = Attrib_TexCoord4.xy;\n"
218 "#endif\n"
219 "}\n"
220 "#endif\n"
221 "\n"
222 "#ifdef FRAGMENT_SHADER\n"
223 "uniform sampler2D Texture_First;\n"
224 "#ifdef USEBLOOM\n"
225 "uniform sampler2D Texture_Second;\n"
226 "uniform mediump vec4 BloomColorSubtract;\n"
227 "#endif\n"
228 "#ifdef USEGAMMARAMPS\n"
229 "uniform sampler2D Texture_GammaRamps;\n"
230 "#endif\n"
231 "#ifdef USESATURATION\n"
232 "uniform mediump float Saturation;\n"
233 "#endif\n"
234 "#ifdef USEVIEWTINT\n"
235 "uniform mediump vec4 ViewTintColor;\n"
236 "#endif\n"
237 "//uncomment these if you want to use them:\n"
238 "uniform mediump vec4 UserVec1;\n"
239 "uniform mediump vec4 UserVec2;\n"
240 "// uniform mediump vec4 UserVec3;\n"
241 "// uniform mediump vec4 UserVec4;\n"
242 "// uniform highp float ClientTime;\n"
243 "uniform mediump vec2 PixelSize;\n"
244 "void main(void)\n"
245 "{\n"
246 "       dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n"
247 "#ifdef USEBLOOM\n"
248 "       dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
249 "#endif\n"
250 "#ifdef USEVIEWTINT\n"
251 "       dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n"
252 "#endif\n"
253 "\n"
254 "#ifdef USEPOSTPROCESSING\n"
255 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
256 "// 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"
257 "       float sobel = 1.0;\n"
258 "       // vec2 ts = textureSize(Texture_First, 0);\n"
259 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
260 "       vec2 px = PixelSize;\n"
261 "       vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
262 "       vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
263 "       vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
264 "       vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
265 "       vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
266 "       vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
267 "       vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
268 "       vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
269 "       vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
270 "       vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
271 "       vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
272 "       vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
273 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
274 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
275 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
276 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
277 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
278 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
279 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
280 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
281 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
282 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
283 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
284 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
285 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
286 "       dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
287 "       dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
288 "       dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
289 "       dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
290 "       dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
291 "       dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
292 "       dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
293 "#endif\n"
294 "\n"
295 "#ifdef USESATURATION\n"
296 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
297 "       float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
298 "       // 'vampire sight' effect, wheres red is compensated\n"
299 "       #ifdef SATURATION_REDCOMPENSATE\n"
300 "               float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n"
301 "               dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
302 "               dp_FragColor.r += rboost;\n"
303 "       #else\n"
304 "               // normal desaturation\n"
305 "               //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n"
306 "               dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
307 "       #endif\n"
308 "#endif\n"
309 "\n"
310 "#ifdef USEGAMMARAMPS\n"
311 "       dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
312 "       dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
313 "       dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
314 "#endif\n"
315 "}\n"
316 "#endif\n"
317 "#else // !MODE_POSTPROCESS\n"
318 "\n"
319 "\n"
320 "\n"
321 "\n"
322 "#ifdef MODE_GENERIC\n"
323 "#ifdef USEDIFFUSE\n"
324 "dp_varying mediump vec2 TexCoord1;\n"
325 "#endif\n"
326 "#ifdef USESPECULAR\n"
327 "dp_varying mediump vec2 TexCoord2;\n"
328 "#endif\n"
329 "#ifdef VERTEX_SHADER\n"
330 "void main(void)\n"
331 "{\n"
332 "       VertexColor = Attrib_Color;\n"
333 "#ifdef USEDIFFUSE\n"
334 "       TexCoord1 = Attrib_TexCoord0.xy;\n"
335 "#endif\n"
336 "#ifdef USESPECULAR\n"
337 "       TexCoord2 = Attrib_TexCoord1.xy;\n"
338 "#endif\n"
339 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
340 "#ifdef USETRIPPY\n"
341 "       gl_Position = TrippyVertex(gl_Position);\n"
342 "#endif\n"
343 "}\n"
344 "#endif\n"
345 "\n"
346 "#ifdef FRAGMENT_SHADER\n"
347 "#ifdef USEDIFFUSE\n"
348 "uniform sampler2D Texture_First;\n"
349 "#endif\n"
350 "#ifdef USESPECULAR\n"
351 "uniform sampler2D Texture_Second;\n"
352 "#endif\n"
353 "#ifdef USEGAMMARAMPS\n"
354 "uniform sampler2D Texture_GammaRamps;\n"
355 "#endif\n"
356 "\n"
357 "void main(void)\n"
358 "{\n"
359 "#ifdef USEVIEWTINT\n"
360 "       dp_FragColor = VertexColor;\n"
361 "#else\n"
362 "       dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
363 "#endif\n"
364 "#ifdef USEDIFFUSE\n"
365 "# ifdef USEREFLECTCUBE\n"
366 "       // suppress texture alpha\n"
367 "       dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;\n"
368 "# else\n"
369 "       dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n"
370 "# endif\n"
371 "#endif\n"
372 "\n"
373 "#ifdef USESPECULAR\n"
374 "       vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n"
375 "# ifdef USECOLORMAPPING\n"
376 "       dp_FragColor *= tex2;\n"
377 "# endif\n"
378 "# ifdef USEGLOW\n"
379 "       dp_FragColor += tex2;\n"
380 "# endif\n"
381 "# ifdef USEVERTEXTEXTUREBLEND\n"
382 "       dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n"
383 "# endif\n"
384 "#endif\n"
385 "#ifdef USEGAMMARAMPS\n"
386 "       dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
387 "       dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
388 "       dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
389 "#endif\n"
390 "}\n"
391 "#endif\n"
392 "#else // !MODE_GENERIC\n"
393 "\n"
394 "\n"
395 "\n"
396 "\n"
397 "#ifdef MODE_BLOOMBLUR\n"
398 "dp_varying mediump vec2 TexCoord;\n"
399 "#ifdef VERTEX_SHADER\n"
400 "void main(void)\n"
401 "{\n"
402 "       VertexColor = Attrib_Color;\n"
403 "       TexCoord = Attrib_TexCoord0.xy;\n"
404 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
405 "}\n"
406 "#endif\n"
407 "\n"
408 "#ifdef FRAGMENT_SHADER\n"
409 "uniform sampler2D Texture_First;\n"
410 "uniform mediump vec4 BloomBlur_Parameters;\n"
411 "\n"
412 "void main(void)\n"
413 "{\n"
414 "       int i;\n"
415 "       vec2 tc = TexCoord;\n"
416 "       vec3 color = dp_texture2D(Texture_First, tc).rgb;\n"
417 "       tc += BloomBlur_Parameters.xy;\n"
418 "       for (i = 1;i < SAMPLES;i++)\n"
419 "       {\n"
420 "               color += dp_texture2D(Texture_First, tc).rgb;\n"
421 "               tc += BloomBlur_Parameters.xy;\n"
422 "       }\n"
423 "       dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
424 "}\n"
425 "#endif\n"
426 "#else // !MODE_BLOOMBLUR\n"
427 "#ifdef MODE_REFRACTION\n"
428 "dp_varying mediump vec2 TexCoord;\n"
429 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
430 "uniform highp mat4 TexMatrix;\n"
431 "#ifdef VERTEX_SHADER\n"
432 "\n"
433 "void main(void)\n"
434 "{\n"
435 "#ifdef USEALPHAGENVERTEX\n"
436 "       VertexColor = Attrib_Color;\n"
437 "#endif\n"
438 "       TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
439 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
440 "       ModelViewProjectionPosition = gl_Position;\n"
441 "#ifdef USETRIPPY\n"
442 "       gl_Position = TrippyVertex(gl_Position);\n"
443 "#endif\n"
444 "}\n"
445 "#endif\n"
446 "\n"
447 "#ifdef FRAGMENT_SHADER\n"
448 "uniform sampler2D Texture_Normal;\n"
449 "uniform sampler2D Texture_Refraction;\n"
450 "\n"
451 "uniform mediump vec4 DistortScaleRefractReflect;\n"
452 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
453 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
454 "uniform mediump vec4 RefractColor;\n"
455 "uniform mediump vec4 ReflectColor;\n"
456 "uniform highp float ClientTime;\n"
457 "#ifdef USENORMALMAPSCROLLBLEND\n"
458 "uniform highp vec2 NormalmapScrollBlend;\n"
459 "#endif\n"
460 "\n"
461 "void main(void)\n"
462 "{\n"
463 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
464 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
465 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
466 "#ifdef USEALPHAGENVERTEX\n"
467 "       vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;\n"
468 "       vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n"
469 "#else\n"
470 "       vec2 distort = DistortScaleRefractReflect.xy;\n"
471 "       vec4 refractcolor = RefractColor;\n"
472 "#endif\n"
473 "       #ifdef USENORMALMAPSCROLLBLEND\n"
474 "               vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
475 "               normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
476 "               vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;\n"
477 "       #else\n"
478 "               vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;\n"
479 "       #endif\n"
480 "       // FIXME temporary hack to detect the case that the reflection\n"
481 "       // gets blackened at edges due to leaving the area that contains actual\n"
482 "       // content.\n"
483 "       // Remove this 'ack once we have a better way to stop this thing from\n"
484 "       // 'appening.\n"
485 "       float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
486 "       f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
487 "       f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
488 "       f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
489 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
490 "       dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;\n"
491 "}\n"
492 "#endif\n"
493 "#else // !MODE_REFRACTION\n"
494 "\n"
495 "\n"
496 "\n"
497 "\n"
498 "#ifdef MODE_WATER\n"
499 "dp_varying mediump vec2 TexCoord;\n"
500 "dp_varying highp vec3 EyeVector;\n"
501 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
502 "#ifdef VERTEX_SHADER\n"
503 "uniform highp vec3 EyePosition;\n"
504 "uniform highp mat4 TexMatrix;\n"
505 "\n"
506 "void main(void)\n"
507 "{\n"
508 "#ifdef USEALPHAGENVERTEX\n"
509 "       VertexColor = Attrib_Color;\n"
510 "#endif\n"
511 "       TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
512 "       vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
513 "       EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
514 "       EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
515 "       EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
516 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
517 "       ModelViewProjectionPosition = gl_Position;\n"
518 "#ifdef USETRIPPY\n"
519 "       gl_Position = TrippyVertex(gl_Position);\n"
520 "#endif\n"
521 "}\n"
522 "#endif\n"
523 "\n"
524 "#ifdef FRAGMENT_SHADER\n"
525 "uniform sampler2D Texture_Normal;\n"
526 "uniform sampler2D Texture_Refraction;\n"
527 "uniform sampler2D Texture_Reflection;\n"
528 "\n"
529 "uniform mediump vec4 DistortScaleRefractReflect;\n"
530 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
531 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
532 "uniform mediump vec4 RefractColor;\n"
533 "uniform mediump vec4 ReflectColor;\n"
534 "uniform mediump float ReflectFactor;\n"
535 "uniform mediump float ReflectOffset;\n"
536 "uniform highp float ClientTime;\n"
537 "#ifdef USENORMALMAPSCROLLBLEND\n"
538 "uniform highp vec2 NormalmapScrollBlend;\n"
539 "#endif\n"
540 "\n"
541 "void main(void)\n"
542 "{\n"
543 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
544 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
545 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
546 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
547 "       // slight water animation via 2 layer scrolling (todo: tweak)\n"
548 "#ifdef USEALPHAGENVERTEX\n"
549 "       vec4 distort = DistortScaleRefractReflect * VertexColor.a;\n"
550 "       float reflectoffset = ReflectOffset * VertexColor.a;\n"
551 "       float reflectfactor = ReflectFactor * VertexColor.a;\n"
552 "       vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n"
553 "#else\n"
554 "       vec4 distort = DistortScaleRefractReflect;\n"
555 "       float reflectoffset = ReflectOffset;\n"
556 "       float reflectfactor = ReflectFactor;\n"
557 "       vec4 refractcolor = RefractColor;\n"
558 "#endif\n"
559 "       #ifdef USENORMALMAPSCROLLBLEND\n"
560 "               vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
561 "               normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
562 "               vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;\n"
563 "       #else\n"
564 "               vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;\n"
565 "       #endif\n"
566 "       // FIXME temporary hack to detect the case that the reflection\n"
567 "       // gets blackened at edges due to leaving the area that contains actual\n"
568 "       // content.\n"
569 "       // Remove this 'ack once we have a better way to stop this thing from\n"
570 "       // 'appening.\n"
571 "       float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
572 "       f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
573 "       f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
574 "       f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
575 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
576 "       f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
577 "       f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
578 "       f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
579 "       f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
580 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
581 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;\n"
582 "       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"
583 "}\n"
584 "#endif\n"
585 "#else // !MODE_WATER\n"
586 "\n"
587 "\n"
588 "\n"
589 "\n"
590 "// common definitions between vertex shader and fragment shader:\n"
591 "\n"
592 "dp_varying mediump vec4 TexCoordSurfaceLightmap;\n"
593 "#ifdef USEVERTEXTEXTUREBLEND\n"
594 "dp_varying mediump vec2 TexCoord2;\n"
595 "#endif\n"
596 "\n"
597 "#ifdef MODE_LIGHTSOURCE\n"
598 "dp_varying mediump vec3 CubeVector;\n"
599 "#endif\n"
600 "\n"
601 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
602 "dp_varying mediump vec3 LightVector;\n"
603 "#endif\n"
604 "\n"
605 "#ifdef USEEYEVECTOR\n"
606 "dp_varying highp vec4 EyeVectorFogDepth;\n"
607 "#endif\n"
608 "\n"
609 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
610 "dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
611 "dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
612 "dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n"
613 "#else\n"
614 "# ifdef USEFOG\n"
615 "dp_varying highp vec3 EyeVectorModelSpace;\n"
616 "# endif\n"
617 "#endif\n"
618 "\n"
619 "#ifdef USEREFLECTION\n"
620 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
621 "#endif\n"
622 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
623 "uniform highp vec3 LightPosition;\n"
624 "dp_varying highp vec4 ModelViewPosition;\n"
625 "#endif\n"
626 "\n"
627 "#ifdef MODE_LIGHTSOURCE\n"
628 "uniform highp vec3 LightPosition;\n"
629 "#endif\n"
630 "uniform highp vec3 EyePosition;\n"
631 "#ifdef MODE_LIGHTDIRECTION\n"
632 "uniform highp vec3 LightDir;\n"
633 "#endif\n"
634 "uniform highp vec4 FogPlane;\n"
635 "\n"
636 "#ifdef USESHADOWMAPORTHO\n"
637 "dp_varying highp vec3 ShadowMapTC;\n"
638 "#endif\n"
639 "\n"
640 "#ifdef USEBOUNCEGRID\n"
641 "dp_varying highp vec3 BounceGridTexCoord;\n"
642 "#endif\n"
643 "\n"
644 "#ifdef MODE_DEFERREDGEOMETRY\n"
645 "dp_varying highp float Depth;\n"
646 "#endif\n"
647 "\n"
648 "\n"
649 "\n"
650 "\n"
651 "\n"
652 "\n"
653 "// 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"
654 "\n"
655 "// fragment shader specific:\n"
656 "#ifdef FRAGMENT_SHADER\n"
657 "\n"
658 "uniform sampler2D Texture_Normal;\n"
659 "uniform sampler2D Texture_Color;\n"
660 "uniform sampler2D Texture_Gloss;\n"
661 "#ifdef USEGLOW\n"
662 "uniform sampler2D Texture_Glow;\n"
663 "#endif\n"
664 "#ifdef USEVERTEXTEXTUREBLEND\n"
665 "uniform sampler2D Texture_SecondaryNormal;\n"
666 "uniform sampler2D Texture_SecondaryColor;\n"
667 "uniform sampler2D Texture_SecondaryGloss;\n"
668 "#ifdef USEGLOW\n"
669 "uniform sampler2D Texture_SecondaryGlow;\n"
670 "#endif\n"
671 "#endif\n"
672 "#ifdef USECOLORMAPPING\n"
673 "uniform sampler2D Texture_Pants;\n"
674 "uniform sampler2D Texture_Shirt;\n"
675 "#endif\n"
676 "#ifdef USEFOG\n"
677 "#ifdef USEFOGHEIGHTTEXTURE\n"
678 "uniform sampler2D Texture_FogHeightTexture;\n"
679 "#endif\n"
680 "uniform sampler2D Texture_FogMask;\n"
681 "#endif\n"
682 "#ifdef USELIGHTMAP\n"
683 "uniform sampler2D Texture_Lightmap;\n"
684 "#endif\n"
685 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
686 "uniform sampler2D Texture_Deluxemap;\n"
687 "#endif\n"
688 "#ifdef USEREFLECTION\n"
689 "uniform sampler2D Texture_Reflection;\n"
690 "#endif\n"
691 "\n"
692 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
693 "uniform sampler2D Texture_ScreenNormalMap;\n"
694 "#endif\n"
695 "#ifdef USEDEFERREDLIGHTMAP\n"
696 "#ifdef USECELOUTLINES\n"
697 "uniform sampler2D Texture_ScreenNormalMap;\n"
698 "#endif\n"
699 "uniform sampler2D Texture_ScreenDiffuse;\n"
700 "uniform sampler2D Texture_ScreenSpecular;\n"
701 "#endif\n"
702 "\n"
703 "uniform mediump vec3 Color_Pants;\n"
704 "uniform mediump vec3 Color_Shirt;\n"
705 "uniform mediump vec3 FogColor;\n"
706 "\n"
707 "#ifdef USEFOG\n"
708 "uniform highp float FogRangeRecip;\n"
709 "uniform highp float FogPlaneViewDist;\n"
710 "uniform highp float FogHeightFade;\n"
711 "vec3 FogVertex(vec4 surfacecolor)\n"
712 "{\n"
713 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
714 "       vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n"
715 "#endif\n"
716 "       float FogPlaneVertexDist = EyeVectorFogDepth.w;\n"
717 "       float fogfrac;\n"
718 "       vec3 fc = FogColor;\n"
719 "#ifdef USEFOGALPHAHACK\n"
720 "       fc *= surfacecolor.a;\n"
721 "#endif\n"
722 "#ifdef USEFOGHEIGHTTEXTURE\n"
723 "       vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
724 "       fogfrac = fogheightpixel.a;\n"
725 "       return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
726 "#else\n"
727 "# ifdef USEFOGOUTSIDE\n"
728 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
729 "# else\n"
730 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
731 "# endif\n"
732 "       return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
733 "#endif\n"
734 "}\n"
735 "#endif\n"
736 "\n"
737 "#ifdef USEOFFSETMAPPING\n"
738 "uniform mediump vec4 OffsetMapping_ScaleSteps;\n"
739 "uniform mediump float OffsetMapping_Bias;\n"
740 "#ifdef USEOFFSETMAPPING_LOD\n"
741 "uniform mediump float OffsetMapping_LodDistance;\n"
742 "#endif\n"
743 "vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
744 "{\n"
745 "       float i;\n"
746 "       // distance-based LOD\n"
747 "#ifdef USEOFFSETMAPPING_LOD\n"
748 "       //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
749 "       //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n"
750 "       mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
751 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
752 "       // stupid workaround because 1-step and 2-step reliefmapping is void\n"
753 "       mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n"
754 "#else\n"
755 "       mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n"
756 "#endif\n"
757 "       mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n"
758 "       mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n"
759 "#else\n"
760 "       #define ScaleSteps OffsetMapping_ScaleSteps\n"
761 "#endif\n"
762 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
763 "       float f;\n"
764 "       // 14 sample relief mapping: linear search and then binary search\n"
765 "       // this basically steps forward a small amount repeatedly until it finds\n"
766 "       // itself inside solid, then jitters forward and back using decreasing\n"
767 "       // amounts to find the impact\n"
768 "       //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n"
769 "       //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n"
770 "       vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n"
771 "       vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n"
772 "       OffsetVector *= ScaleSteps.z;\n"
773 "       for(i = 1.0; i < ScaleSteps.y; ++i)\n"
774 "               RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
775 "       for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n"
776 "               RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n"
777 "       return RT.xy;\n"
778 "#else\n"
779 "       // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
780 "       //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n"
781 "       //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n"
782 "       vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n"
783 "       OffsetVector *= ScaleSteps.z;\n"
784 "       for(i = 0.0; i < ScaleSteps.y; ++i)\n"
785 "               TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
786 "       return TexCoord;\n"
787 "#endif\n"
788 "}\n"
789 "#endif // USEOFFSETMAPPING\n"
790 "\n"
791 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
792 "uniform sampler2D Texture_Attenuation;\n"
793 "uniform samplerCube Texture_Cube;\n"
794 "#endif\n"
795 "\n"
796 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
797 "\n"
798 "#ifdef USESHADOWMAP2D\n"
799 "# ifdef USESHADOWSAMPLER\n"
800 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
801 "# else\n"
802 "uniform sampler2D Texture_ShadowMap2D;\n"
803 "# endif\n"
804 "#endif\n"
805 "\n"
806 "#ifdef USESHADOWMAPVSDCT\n"
807 "uniform samplerCube Texture_CubeProjection;\n"
808 "#endif\n"
809 "\n"
810 "#if defined(USESHADOWMAP2D)\n"
811 "uniform mediump vec2 ShadowMap_TextureScale;\n"
812 "uniform mediump vec4 ShadowMap_Parameters;\n"
813 "#endif\n"
814 "\n"
815 "#if defined(USESHADOWMAP2D)\n"
816 "# ifdef USESHADOWMAPORTHO\n"
817 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
818 "# else\n"
819 "#  ifdef USESHADOWMAPVSDCT\n"
820 "vec3 GetShadowMapTC2D(vec3 dir)\n"
821 "{\n"
822 "       vec3 adir = abs(dir);\n"
823 "       float m = max(max(adir.x, adir.y), adir.z);\n"
824 "       vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n"
825 "#ifdef USEDEPTHRGB\n"
826 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n"
827 "#else\n"
828 "       vec2 mparams = ShadowMap_Parameters.xy / m;\n"
829 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
830 "#endif\n"
831 "}\n"
832 "#  else\n"
833 "vec3 GetShadowMapTC2D(vec3 dir)\n"
834 "{\n"
835 "       vec3 adir = abs(dir);\n"
836 "       float m; vec4 proj;\n"
837 "       if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
838 "       if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }\n"
839 "#ifdef USEDEPTHRGB\n"
840 "       return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n"
841 "#else\n"
842 "       vec2 mparams = ShadowMap_Parameters.xy / m;\n"
843 "       return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
844 "#endif\n"
845 "}\n"
846 "#  endif\n"
847 "# endif\n"
848 "#endif // defined(USESHADOWMAP2D)\n"
849 "\n"
850 "# ifdef USESHADOWMAP2D\n"
851 "float ShadowMapCompare(vec3 dir)\n"
852 "{\n"
853 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
854 "       float f;\n"
855 "\n"
856 "#  ifdef USEDEPTHRGB\n"
857 "#   ifdef USESHADOWMAPPCF\n"
858 "#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale))\n"
859 "#    if USESHADOWMAPPCF > 1\n"
860 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
861 "       center *= ShadowMap_TextureScale;\n"
862 "       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"
863 "       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"
864 "       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"
865 "       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"
866 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
867 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
868 "#    else\n"
869 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
870 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
871 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
872 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
873 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
874 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
875 "#    endif\n"
876 "#   else\n"
877 "       f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale)));\n"
878 "#   endif\n"
879 "#  else\n"
880 "#   ifdef USESHADOWSAMPLER\n"
881 "#     ifdef USESHADOWMAPPCF\n"
882 "#       define texval(x, y) dp_shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z))  \n"
883 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
884 "       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"
885 "#     else\n"
886 "       f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n"
887 "#     endif\n"
888 "#   else\n"
889 "#     ifdef USESHADOWMAPPCF\n"
890 "#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
891 "#       ifdef GL_ARB_texture_gather\n"
892 "#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
893 "#       else\n"
894 "#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
895 "#       endif\n"
896 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
897 "#       if USESHADOWMAPPCF > 1\n"
898 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
899 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
900 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
901 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
902 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
903 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
904 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
905 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
906 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
907 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
908 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
909 "       locols.yz += group2.ab;\n"
910 "       hicols.yz += group8.rg;\n"
911 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
912 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
913 "                               mix(locols, hicols, offset.y);\n"
914 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
915 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
916 "       f = dot(cols, vec4(1.0/25.0));\n"
917 "#      else\n"
918 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
919 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
920 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
921 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
922 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
923 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
924 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
925 "#       endif\n"
926 "#      else\n"
927 "#       ifdef GL_EXT_gpu_shader4\n"
928 "#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n"
929 "#       else\n"
930 "#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
931 "#       endif\n"
932 "#       if USESHADOWMAPPCF > 1\n"
933 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
934 "       center *= ShadowMap_TextureScale;\n"
935 "       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"
936 "       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"
937 "       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"
938 "       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"
939 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
940 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
941 "#       else\n"
942 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
943 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
944 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
945 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
946 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
947 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
948 "#       endif\n"
949 "#      endif\n"
950 "#     else\n"
951 "       f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
952 "#     endif\n"
953 "#   endif\n"
954 "#  endif\n"
955 "#  ifdef USESHADOWMAPORTHO\n"
956 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
957 "#  else\n"
958 "       return f;\n"
959 "#  endif\n"
960 "}\n"
961 "# endif\n"
962 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
963 "#endif // FRAGMENT_SHADER\n"
964 "\n"
965 "\n"
966 "\n"
967 "\n"
968 "#ifdef MODE_DEFERREDGEOMETRY\n"
969 "#ifdef VERTEX_SHADER\n"
970 "uniform highp mat4 TexMatrix;\n"
971 "#ifdef USEVERTEXTEXTUREBLEND\n"
972 "uniform highp mat4 BackgroundTexMatrix;\n"
973 "#endif\n"
974 "uniform highp mat4 ModelViewMatrix;\n"
975 "void main(void)\n"
976 "{\n"
977 "       TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
978 "#ifdef USEVERTEXTEXTUREBLEND\n"
979 "       VertexColor = Attrib_Color;\n"
980 "       TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
981 "#endif\n"
982 "\n"
983 "       // transform unnormalized eye direction into tangent space\n"
984 "#ifdef USEOFFSETMAPPING\n"
985 "       vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
986 "       EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
987 "       EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
988 "       EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
989 "       EyeVectorFogDepth.w = 0.0;\n"
990 "#endif\n"
991 "\n"
992 "       VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n"
993 "       VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n"
994 "       VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n"
995 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
996 "#ifdef USETRIPPY\n"
997 "       gl_Position = TrippyVertex(gl_Position);\n"
998 "#endif\n"
999 "       Depth = (ModelViewMatrix * Attrib_Position).z;\n"
1000 "}\n"
1001 "#endif // VERTEX_SHADER\n"
1002 "\n"
1003 "#ifdef FRAGMENT_SHADER\n"
1004 "void main(void)\n"
1005 "{\n"
1006 "#ifdef USEOFFSETMAPPING\n"
1007 "       // apply offsetmapping\n"
1008 "       vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
1009 "       vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
1010 "       vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
1011 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
1012 "#else\n"
1013 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
1014 "#endif\n"
1015 "\n"
1016 "#ifdef USEALPHAKILL\n"
1017 "       if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n"
1018 "               discard;\n"
1019 "#endif\n"
1020 "\n"
1021 "#ifdef USEVERTEXTEXTUREBLEND\n"
1022 "       float alpha = offsetMappedTexture2D(Texture_Color).a;\n"
1023 "       float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1024 "       //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n"
1025 "       //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n"
1026 "#endif\n"
1027 "\n"
1028 "#ifdef USEVERTEXTEXTUREBLEND\n"
1029 "       vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1030 "       float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n"
1031 "#else\n"
1032 "       vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n"
1033 "       float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
1034 "#endif\n"
1035 "\n"
1036 "       vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n"
1037 "       dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);\n"
1038 "}\n"
1039 "#endif // FRAGMENT_SHADER\n"
1040 "#else // !MODE_DEFERREDGEOMETRY\n"
1041 "\n"
1042 "\n"
1043 "\n"
1044 "\n"
1045 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1046 "#ifdef VERTEX_SHADER\n"
1047 "uniform highp mat4 ModelViewMatrix;\n"
1048 "void main(void)\n"
1049 "{\n"
1050 "       ModelViewPosition = ModelViewMatrix * Attrib_Position;\n"
1051 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
1052 "}\n"
1053 "#endif // VERTEX_SHADER\n"
1054 "\n"
1055 "#ifdef FRAGMENT_SHADER\n"
1056 "uniform highp mat4 ViewToLight;\n"
1057 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1058 "uniform highp vec2 ScreenToDepth;\n"
1059 "uniform myhalf3 DeferredColor_Ambient;\n"
1060 "uniform myhalf3 DeferredColor_Diffuse;\n"
1061 "#ifdef USESPECULAR\n"
1062 "uniform myhalf3 DeferredColor_Specular;\n"
1063 "uniform myhalf SpecularPower;\n"
1064 "#endif\n"
1065 "uniform myhalf2 PixelToScreenTexCoord;\n"
1066 "void main(void)\n"
1067 "{\n"
1068 "       // calculate viewspace pixel position\n"
1069 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1070 "       vec3 position;\n"
1071 "       // get the geometry information (depth, normal, specular exponent)\n"
1072 "       myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1073 "       // decode viewspace pixel normal\n"
1074 "//     myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n"
1075 "       myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n"
1076 "       // decode viewspace pixel position\n"
1077 "//     position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n"
1078 "       position.z = normalmap.b;\n"
1079 "//     position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1080 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1081 "\n"
1082 "       // now do the actual shading\n"
1083 "       // surfacenormal = pixel normal in viewspace\n"
1084 "       // LightVector = pixel to light in viewspace\n"
1085 "       // CubeVector = pixel in lightspace\n"
1086 "       // eyenormal = pixel to view direction in viewspace\n"
1087 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1088 "       myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1089 "#ifdef USEDIFFUSE\n"
1090 "       // calculate diffuse shading\n"
1091 "       myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));\n"
1092 "SHADEDIFFUSE\n"
1093 "#endif\n"
1094 "#ifdef USESPECULAR\n"
1095 "       // calculate directional shading\n"
1096 "       myhalf3 eyenormal = -normalize(cast_myhalf3(position));\n"
1097 "SHADESPECULAR(SpecularPower * normalmap.a)\n"
1098 "#endif\n"
1099 "\n"
1100 "#if defined(USESHADOWMAP2D)\n"
1101 "       fade *= ShadowMapCompare(CubeVector);\n"
1102 "#endif\n"
1103 "\n"
1104 "#ifdef USESPECULAR\n"
1105 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1106 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1107 "# ifdef USECUBEFILTER\n"
1108 "       vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
1109 "       gl_FragData[0].rgb *= cubecolor;\n"
1110 "       gl_FragData[1].rgb *= cubecolor;\n"
1111 "# endif\n"
1112 "#else\n"
1113 "# ifdef USEDIFFUSE\n"
1114 "       gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1115 "# else\n"
1116 "       gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1117 "# endif\n"
1118 "# ifdef USECUBEFILTER\n"
1119 "       vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
1120 "       gl_FragColor.rgb *= cubecolor;\n"
1121 "# endif\n"
1122 "#endif\n"
1123 "}\n"
1124 "#endif // FRAGMENT_SHADER\n"
1125 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1126 "\n"
1127 "\n"
1128 "\n"
1129 "\n"
1130 "#ifdef VERTEX_SHADER\n"
1131 "uniform highp mat4 TexMatrix;\n"
1132 "#ifdef USEVERTEXTEXTUREBLEND\n"
1133 "uniform highp mat4 BackgroundTexMatrix;\n"
1134 "#endif\n"
1135 "#ifdef MODE_LIGHTSOURCE\n"
1136 "uniform highp mat4 ModelToLight;\n"
1137 "#endif\n"
1138 "#ifdef USESHADOWMAPORTHO\n"
1139 "uniform highp mat4 ShadowMapMatrix;\n"
1140 "#endif\n"
1141 "#ifdef USEBOUNCEGRID\n"
1142 "uniform highp mat4 BounceGridMatrix;\n"
1143 "#endif\n"
1144 "void main(void)\n"
1145 "{\n"
1146 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n"
1147 "       VertexColor = Attrib_Color;\n"
1148 "#endif\n"
1149 "       // copy the surface texcoord\n"
1150 "#ifdef USELIGHTMAP\n"
1151 "       TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n"
1152 "#else\n"
1153 "       TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
1154 "#endif\n"
1155 "#ifdef USEVERTEXTEXTUREBLEND\n"
1156 "       TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
1157 "#endif\n"
1158 "\n"
1159 "#ifdef USEBOUNCEGRID\n"
1160 "       BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n"
1161 "#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
1162 "       BounceGridTexCoord.z *= 0.125;\n"
1163 "#endif\n"
1164 "#endif\n"
1165 "\n"
1166 "#ifdef MODE_LIGHTSOURCE\n"
1167 "       // transform vertex position into light attenuation/cubemap space\n"
1168 "       // (-1 to +1 across the light box)\n"
1169 "       CubeVector = vec3(ModelToLight * Attrib_Position);\n"
1170 "\n"
1171 "# ifdef USEDIFFUSE\n"
1172 "       // transform unnormalized light direction into tangent space\n"
1173 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1174 "       //  normalize it per pixel)\n"
1175 "       vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n"
1176 "       LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n"
1177 "       LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n"
1178 "       LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n"
1179 "# endif\n"
1180 "#endif\n"
1181 "\n"
1182 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1183 "       LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n"
1184 "       LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n"
1185 "       LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n"
1186 "#endif\n"
1187 "\n"
1188 "       // transform unnormalized eye direction into tangent space\n"
1189 "#ifdef USEEYEVECTOR\n"
1190 "       vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
1191 "       EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
1192 "       EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
1193 "       EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
1194 "#ifdef USEFOG\n"
1195 "       EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n"
1196 "#else\n"
1197 "       EyeVectorFogDepth.w = 0.0;\n"
1198 "#endif\n"
1199 "#endif\n"
1200 "\n"
1201 "\n"
1202 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
1203 "# ifdef USEFOG\n"
1204 "       VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n"
1205 "       VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n"
1206 "       VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n"
1207 "# else\n"
1208 "       VectorS = vec4(Attrib_TexCoord1, 0);\n"
1209 "       VectorT = vec4(Attrib_TexCoord2, 0);\n"
1210 "       VectorR = vec4(Attrib_TexCoord3, 0);\n"
1211 "# endif\n"
1212 "#else\n"
1213 "# ifdef USEFOG\n"
1214 "       EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
1215 "# endif\n"
1216 "#endif\n"
1217 "\n"
1218 "       // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n"
1219 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
1220 "\n"
1221 "#ifdef USESHADOWMAPORTHO\n"
1222 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1223 "#endif\n"
1224 "\n"
1225 "#ifdef USEREFLECTION\n"
1226 "       ModelViewProjectionPosition = gl_Position;\n"
1227 "#endif\n"
1228 "#ifdef USETRIPPY\n"
1229 "       gl_Position = TrippyVertex(gl_Position);\n"
1230 "#endif\n"
1231 "}\n"
1232 "#endif // VERTEX_SHADER\n"
1233 "\n"
1234 "\n"
1235 "\n"
1236 "\n"
1237 "#ifdef FRAGMENT_SHADER\n"
1238 "#ifdef USEDEFERREDLIGHTMAP\n"
1239 "uniform myhalf2 PixelToScreenTexCoord;\n"
1240 "uniform myhalf3 DeferredMod_Diffuse;\n"
1241 "uniform myhalf3 DeferredMod_Specular;\n"
1242 "#endif\n"
1243 "uniform myhalf3 Color_Ambient;\n"
1244 "uniform myhalf3 Color_Diffuse;\n"
1245 "uniform myhalf3 Color_Specular;\n"
1246 "uniform myhalf SpecularPower;\n"
1247 "#ifdef USEGLOW\n"
1248 "uniform myhalf3 Color_Glow;\n"
1249 "#endif\n"
1250 "uniform myhalf Alpha;\n"
1251 "#ifdef USEREFLECTION\n"
1252 "uniform mediump vec4 DistortScaleRefractReflect;\n"
1253 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
1254 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
1255 "uniform mediump vec4 ReflectColor;\n"
1256 "#endif\n"
1257 "#ifdef USEREFLECTCUBE\n"
1258 "uniform highp mat4 ModelToReflectCube;\n"
1259 "uniform sampler2D Texture_ReflectMask;\n"
1260 "uniform samplerCube Texture_ReflectCube;\n"
1261 "#endif\n"
1262 "#ifdef MODE_LIGHTDIRECTION\n"
1263 "uniform myhalf3 LightColor;\n"
1264 "#endif\n"
1265 "#ifdef MODE_LIGHTSOURCE\n"
1266 "uniform myhalf3 LightColor;\n"
1267 "#endif\n"
1268 "#ifdef USEBOUNCEGRID\n"
1269 "uniform sampler3D Texture_BounceGrid;\n"
1270 "uniform float BounceGridIntensity;\n"
1271 "uniform highp mat4 BounceGridMatrix;\n"
1272 "#endif\n"
1273 "uniform highp float ClientTime;\n"
1274 "#ifdef USENORMALMAPSCROLLBLEND\n"
1275 "uniform highp vec2 NormalmapScrollBlend;\n"
1276 "#endif\n"
1277 "void main(void)\n"
1278 "{\n"
1279 "#ifdef USEOFFSETMAPPING\n"
1280 "       // apply offsetmapping\n"
1281 "       vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
1282 "       vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
1283 "       vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
1284 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
1285 "# define TexCoord TexCoordOffset\n"
1286 "#else\n"
1287 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
1288 "# define TexCoord TexCoordSurfaceLightmap.xy\n"
1289 "#endif\n"
1290 "\n"
1291 "       // combine the diffuse textures (base, pants, shirt)\n"
1292 "       myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));\n"
1293 "#ifdef USEALPHAKILL\n"
1294 "       if (color.a < 0.5)\n"
1295 "               discard;\n"
1296 "#endif\n"
1297 "       color.a *= Alpha;\n"
1298 "#ifdef USECOLORMAPPING\n"
1299 "       color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n"
1300 "#endif\n"
1301 "#ifdef USEVERTEXTEXTUREBLEND\n"
1302 "#ifdef USEBOTHALPHAS\n"
1303 "       myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n"
1304 "       myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));\n"
1305 "       color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n"
1306 "#else\n"
1307 "       myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));\n"
1308 "       //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));\n"
1309 "       //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;\n"
1310 "       color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1311 "#endif\n"
1312 "       color.a = 1.0;\n"
1313 "       //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1314 "#endif\n"
1315 "#ifdef USEALPHAGENVERTEX\n"
1316 "       color.a *= VertexColor.a;\n"
1317 "#endif\n"
1318 "\n"
1319 "       // get the surface normal\n"
1320 "#ifdef USEVERTEXTEXTUREBLEND\n"
1321 "       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"
1322 "#else\n"
1323 "       myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));\n"
1324 "#endif\n"
1325 "\n"
1326 "       // get the material colors\n"
1327 "       myhalf3 diffusetex = color.rgb;\n"
1328 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1329 "# ifdef USEVERTEXTEXTUREBLEND\n"
1330 "       myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n"
1331 "# else\n"
1332 "       myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));\n"
1333 "# endif\n"
1334 "#endif\n"
1335 "\n"
1336 "#ifdef USEREFLECTCUBE\n"
1337 "       vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n"
1338 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n"
1339 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1340 "       diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1341 "#endif\n"
1342 "\n"
1343 "#ifdef USESPECULAR\n"
1344 "       myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));\n"
1345 "#endif\n"
1346 "\n"
1347 "\n"
1348 "\n"
1349 "\n"
1350 "#ifdef MODE_LIGHTSOURCE\n"
1351 "       // light source\n"
1352 "#ifdef USEDIFFUSE\n"
1353 "       myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n"
1354 "SHADEDIFFUSE\n"
1355 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1356 "#ifdef USESPECULAR\n"
1357 "SHADESPECULAR(SpecularPower * glosstex.a)\n"
1358 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1359 "#endif\n"
1360 "#else\n"
1361 "       color.rgb = diffusetex * Color_Ambient;\n"
1362 "#endif\n"
1363 "       color.rgb *= LightColor;\n"
1364 "       color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1365 "#if defined(USESHADOWMAP2D)\n"
1366 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1367 "#endif\n"
1368 "# ifdef USECUBEFILTER\n"
1369 "       color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n"
1370 "# endif\n"
1371 "#endif // MODE_LIGHTSOURCE\n"
1372 "\n"
1373 "\n"
1374 "\n"
1375 "\n"
1376 "#ifdef MODE_LIGHTDIRECTION\n"
1377 "       #define SHADING\n"
1378 "       #ifdef USEDIFFUSE\n"
1379 "               myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n"
1380 "       #endif\n"
1381 "       #define lightcolor LightColor\n"
1382 "#endif // MODE_LIGHTDIRECTION\n"
1383 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1384 "   #define SHADING\n"
1385 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1386 "       myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n"
1387 "       myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1388 "       // convert modelspace light vector to tangentspace\n"
1389 "       myhalf3 lightnormal;\n"
1390 "       lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n"
1391 "       lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n"
1392 "       lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));\n"
1393 "       lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
1394 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1395 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1396 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1397 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1398 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1399 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1400 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1401 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1402 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1403 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1404 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1405 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1406 "   #define SHADING\n"
1407 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1408 "       myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n"
1409 "       myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1410 "#endif\n"
1411 "#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
1412 "       #define SHADING\n"
1413 "       // forced deluxemap on lightmapped/vertexlit surfaces\n"
1414 "       myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);\n"
1415 "   #ifdef USELIGHTMAP\n"
1416 "               myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1417 "   #else\n"
1418 "               myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n"
1419 "   #endif\n"
1420 "#endif\n"
1421 "#ifdef MODE_FAKELIGHT\n"
1422 "       #define SHADING\n"
1423 "       myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n"
1424 "       myhalf3 lightcolor = cast_myhalf3(1.0);\n"
1425 "#endif // MODE_FAKELIGHT\n"
1426 "\n"
1427 "\n"
1428 "\n"
1429 "\n"
1430 "#ifdef MODE_LIGHTMAP\n"
1431 "       color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n"
1432 "#endif // MODE_LIGHTMAP\n"
1433 "#ifdef MODE_VERTEXCOLOR\n"
1434 "       color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);\n"
1435 "#endif // MODE_VERTEXCOLOR\n"
1436 "#ifdef MODE_FLATCOLOR\n"
1437 "       color.rgb = diffusetex * Color_Ambient;\n"
1438 "#endif // MODE_FLATCOLOR\n"
1439 "\n"
1440 "\n"
1441 "\n"
1442 "\n"
1443 "#ifdef SHADING\n"
1444 "# ifdef USEDIFFUSE\n"
1445 "SHADEDIFFUSE\n"
1446 "#  ifdef USESPECULAR\n"
1447 "SHADESPECULAR(SpecularPower * glosstex.a)\n"
1448 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1449 "#  else\n"
1450 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1451 "#  endif\n"
1452 "# else\n"
1453 "       color.rgb = diffusetex * Color_Ambient;\n"
1454 "# endif\n"
1455 "#endif\n"
1456 "\n"
1457 "#ifdef USESHADOWMAPORTHO\n"
1458 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1459 "#endif\n"
1460 "\n"
1461 "#ifdef USEDEFERREDLIGHTMAP\n"
1462 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1463 "       color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1464 "       color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1465 "//     color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);\n"
1466 "#endif\n"
1467 "\n"
1468 "#ifdef USEBOUNCEGRID\n"
1469 "#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
1470 "//     myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));\n"
1471 "//     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"
1472 "       myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n"
1473 "       myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n"
1474 "       myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n"
1475 "       myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n"
1476 "       myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n"
1477 "       myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n"
1478 "       myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n"
1479 "       myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n"
1480 "       myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n"
1481 "//     bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);\n"
1482 "       myhalf3 bouncegrid_light = cast_myhalf3(\n"
1483 "               dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n"
1484 "               dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n"
1485 "               dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n"
1486 "       color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n"
1487 "//     color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n"
1488 "#else\n"
1489 "       color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n"
1490 "#endif\n"
1491 "#endif\n"
1492 "\n"
1493 "#ifdef USEGLOW\n"
1494 "#ifdef USEVERTEXTEXTUREBLEND\n"
1495 "       color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n"
1496 "#else\n"
1497 "       color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n"
1498 "#endif\n"
1499 "#endif\n"
1500 "\n"
1501 "#ifdef USECELOUTLINES\n"
1502 "# ifdef USEDEFERREDLIGHTMAP\n"
1503 "//     vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1504 "       vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);\n"
1505 "       vec4 DepthNeighbors;\n"
1506 "       float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;\n"
1507 "       DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;\n"
1508 "       DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;\n"
1509 "       DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;\n"
1510 "       DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;\n"
1511 "       float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));\n"
1512 "       float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));\n"
1513 "//     color.rgb = vec3(1.0, 1.0, 1.0);\n"
1514 "       color.rgb *= max(0.25, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.07 * DepthDelta) / (0.03 + 0.03 * DepthDelta));\n"
1515 "//     color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta);\n"
1516 "# endif\n"
1517 "#endif\n"
1518 "\n"
1519 "#ifdef USEFOG\n"
1520 "       color.rgb = FogVertex(color);\n"
1521 "#endif\n"
1522 "\n"
1523 "       // 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"
1524 "#ifdef USEREFLECTION\n"
1525 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1526 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1527 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1528 "       #ifdef USENORMALMAPSCROLLBLEND\n"
1529 "# ifdef USEOFFSETMAPPING\n"
1530 "               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"
1531 "# else\n"
1532 "               vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
1533 "# endif\n"
1534 "               normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
1535 "               vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n"
1536 "       #else\n"
1537 "               vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1538 "       #endif\n"
1539 "       // FIXME temporary hack to detect the case that the reflection\n"
1540 "       // gets blackened at edges due to leaving the area that contains actual\n"
1541 "       // content.\n"
1542 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1543 "       // 'appening.\n"
1544 "       float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1545 "       f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1546 "       f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1547 "       f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1548 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1549 "       color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1550 "#endif\n"
1551 "\n"
1552 "       dp_FragColor = vec4(color);\n"
1553 "}\n"
1554 "#endif // FRAGMENT_SHADER\n"
1555 "\n"
1556 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1557 "#endif // !MODE_DEFERREDGEOMETRY\n"
1558 "#endif // !MODE_WATER\n"
1559 "#endif // !MODE_REFRACTION\n"
1560 "#endif // !MODE_BLOOMBLUR\n"
1561 "#endif // !MODE_GENERIC\n"
1562 "#endif // !MODE_POSTPROCESS\n"
1563 "#endif // !MODE_SHOWDEPTH\n"
1564 "#endif // !MODE_DEPTH_OR_SHADOW\n"