"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" "// written by Forest 'LordHavoc' Hale\n" "// shadowmapping enhancements by Lee 'eihrul' Salzman\n" "\n" "#ifdef GLSL130\n" "precision highp float;\n" "# ifdef VERTEX_SHADER\n" "# define dp_varying out\n" "# define dp_attribute in\n" "# endif\n" "# ifdef FRAGMENT_SHADER\n" "out vec4 dp_FragColor;\n" "# define dp_varying in\n" "# define dp_attribute in\n" "# endif\n" "# define dp_offsetmapping_dFdx dFdx\n" "# define dp_offsetmapping_dFdy dFdy\n" "# define dp_textureGrad textureGrad\n" "# define dp_texture2D texture\n" "# define dp_texture3D texture\n" "# define dp_textureCube texture\n" "# define dp_shadow2D(a,b) texture(a,b)\n" "#else\n" "# ifdef FRAGMENT_SHADER\n" "# define dp_FragColor gl_FragColor\n" "# endif\n" "# define dp_varying varying\n" "# define dp_attribute attribute\n" "# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)\n" "# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)\n" "# define dp_textureGrad(a,b,c,d) texture2D(a,b)\n" "# define dp_texture2D texture2D\n" "# define dp_texture3D texture3D\n" "# define dp_textureCube textureCube\n" "# define dp_shadow2D(a,b) float(shadow2D(a,b))\n" "#endif\n" "\n" "// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n" "// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n" "#ifndef GL_ES\n" "#define lowp\n" "#define mediump\n" "#define highp\n" "#endif\n" "\n" "#ifdef VERTEX_SHADER\n" "dp_attribute vec4 Attrib_Position; // vertex\n" "dp_attribute vec4 Attrib_Color; // color\n" "dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n" "dp_attribute vec3 Attrib_TexCoord1; // svector\n" "dp_attribute vec3 Attrib_TexCoord2; // tvector\n" "dp_attribute vec3 Attrib_TexCoord3; // normal\n" "dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n" "#endif\n" "dp_varying mediump vec4 VertexColor;\n" "\n" "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n" "# define USEFOG\n" "#endif\n" "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" "# define USELIGHTMAP\n" "#endif\n" "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n" "# define USEEYEVECTOR\n" "#endif\n" "\n" "#ifdef USESHADOWMAP2D\n" "# ifdef GL_EXT_gpu_shader4\n" "# extension GL_EXT_gpu_shader4 : enable\n" "# endif\n" "# ifdef GL_ARB_texture_gather\n" "# extension GL_ARB_texture_gather : enable\n" "# else\n" "# ifdef GL_AMD_texture_texture4\n" "# extension GL_AMD_texture_texture4 : enable\n" "# endif\n" "# endif\n" "#endif\n" "\n" "//#ifdef USESHADOWSAMPLER\n" "//# extension GL_ARB_shadow : enable\n" "//#endif\n" "\n" "//#ifdef __GLSL_CG_DATA_TYPES\n" "//# define myhalf half\n" "//# define myhalf2 half2\n" "//# define myhalf3 half3\n" "//# define myhalf4 half4\n" "//#else\n" "# define myhalf mediump float\n" "# define myhalf2 mediump vec2\n" "# define myhalf3 mediump vec3\n" "# define myhalf4 mediump vec4\n" "//#endif\n" "\n" "#ifdef VERTEX_SHADER\n" "uniform highp mat4 ModelViewProjectionMatrix;\n" "#endif\n" "\n" "#ifdef MODE_DEPTH_OR_SHADOW\n" "#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" "}\n" "#endif\n" "#else // !MODE_DEPTH_ORSHADOW\n" "\n" "\n" "\n" "\n" "#ifdef MODE_SHOWDEPTH\n" "#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" " VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n" "}\n" "#endif\n" "\n" "#ifdef FRAGMENT_SHADER\n" "void main(void)\n" "{\n" " dp_FragColor = VertexColor;\n" "}\n" "#endif\n" "#else // !MODE_SHOWDEPTH\n" "\n" "\n" "\n" "\n" "#ifdef MODE_POSTPROCESS\n" "dp_varying mediump vec2 TexCoord1;\n" "dp_varying mediump vec2 TexCoord2;\n" "\n" "#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" " TexCoord1 = Attrib_TexCoord0.xy;\n" "#ifdef USEBLOOM\n" " TexCoord2 = Attrib_TexCoord4.xy;\n" "#endif\n" "}\n" "#endif\n" "\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D Texture_First;\n" "#ifdef USEBLOOM\n" "uniform sampler2D Texture_Second;\n" "uniform mediump vec4 BloomColorSubtract;\n" "#endif\n" "#ifdef USEGAMMARAMPS\n" "uniform sampler2D Texture_GammaRamps;\n" "#endif\n" "#ifdef USESATURATION\n" "uniform mediump float Saturation;\n" "#endif\n" "#ifdef USEVIEWTINT\n" "uniform mediump vec4 ViewTintColor;\n" "#endif\n" "//uncomment these if you want to use them:\n" "uniform mediump vec4 UserVec1;\n" "uniform mediump vec4 UserVec2;\n" "// uniform mediump vec4 UserVec3;\n" "// uniform mediump vec4 UserVec4;\n" "// uniform highp float ClientTime;\n" "uniform mediump vec2 PixelSize;\n" "void main(void)\n" "{\n" " dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n" "#ifdef USEBLOOM\n" " dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n" "#endif\n" "#ifdef USEVIEWTINT\n" " dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n" "#endif\n" "\n" "#ifdef USEPOSTPROCESSING\n" "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n" "// 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" " float sobel = 1.0;\n" " // vec2 ts = textureSize(Texture_First, 0);\n" " // vec2 px = vec2(1/ts.x, 1/ts.y);\n" " vec2 px = PixelSize;\n" " vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n" " vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n" " vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n" " vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n" " vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n" " vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n" " vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n" " vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n" " vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n" " vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n" " vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n" " vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n" " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n" " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n" " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n" " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n" " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n" " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n" " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n" " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n" " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n" " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n" " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n" " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n" " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n" " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n" " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n" " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n" " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n" " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n" " dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n" " dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n" "#endif\n" "\n" "#ifdef USESATURATION\n" " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n" " float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n" " // 'vampire sight' effect, wheres red is compensated\n" " #ifdef SATURATION_REDCOMPENSATE\n" " float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n" " dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n" " dp_FragColor.r += rboost;\n" " #else\n" " // normal desaturation\n" " //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n" " dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n" " #endif\n" "#endif\n" "\n" "#ifdef USEGAMMARAMPS\n" " dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n" " dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n" " dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n" "#endif\n" "}\n" "#endif\n" "#else // !MODE_POSTPROCESS\n" "\n" "\n" "\n" "\n" "#ifdef MODE_GENERIC\n" "#ifdef USEDIFFUSE\n" "dp_varying mediump vec2 TexCoord1;\n" "#endif\n" "#ifdef USESPECULAR\n" "dp_varying mediump vec2 TexCoord2;\n" "#endif\n" "#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" " VertexColor = Attrib_Color;\n" "#ifdef USEDIFFUSE\n" " TexCoord1 = Attrib_TexCoord0.xy;\n" "#endif\n" "#ifdef USESPECULAR\n" " TexCoord2 = Attrib_TexCoord1.xy;\n" "#endif\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" "}\n" "#endif\n" "\n" "#ifdef FRAGMENT_SHADER\n" "#ifdef USEDIFFUSE\n" "uniform sampler2D Texture_First;\n" "#endif\n" "#ifdef USESPECULAR\n" "uniform sampler2D Texture_Second;\n" "#endif\n" "\n" "void main(void)\n" "{\n" "#ifdef USEVIEWTINT\n" " dp_FragColor = VertexColor;\n" "#else\n" " dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n" "#endif\n" "#ifdef USEDIFFUSE\n" " dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n" "#endif\n" "\n" "#ifdef USESPECULAR\n" " vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n" "# ifdef USECOLORMAPPING\n" " dp_FragColor *= tex2;\n" "# endif\n" "# ifdef USEGLOW\n" " dp_FragColor += tex2;\n" "# endif\n" "# ifdef USEVERTEXTEXTUREBLEND\n" " dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n" "# endif\n" "#endif\n" "}\n" "#endif\n" "#else // !MODE_GENERIC\n" "\n" "\n" "\n" "\n" "#ifdef MODE_BLOOMBLUR\n" "dp_varying mediump vec2 TexCoord;\n" "#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" " VertexColor = Attrib_Color;\n" " TexCoord = Attrib_TexCoord0.xy;\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" "}\n" "#endif\n" "\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D Texture_First;\n" "uniform mediump vec4 BloomBlur_Parameters;\n" "\n" "void main(void)\n" "{\n" " int i;\n" " vec2 tc = TexCoord;\n" " vec3 color = dp_texture2D(Texture_First, tc).rgb;\n" " tc += BloomBlur_Parameters.xy;\n" " for (i = 1;i < SAMPLES;i++)\n" " {\n" " color += dp_texture2D(Texture_First, tc).rgb;\n" " tc += BloomBlur_Parameters.xy;\n" " }\n" " dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n" "}\n" "#endif\n" "#else // !MODE_BLOOMBLUR\n" "#ifdef MODE_REFRACTION\n" "dp_varying mediump vec2 TexCoord;\n" "dp_varying highp vec4 ModelViewProjectionPosition;\n" "uniform highp mat4 TexMatrix;\n" "#ifdef VERTEX_SHADER\n" "\n" "void main(void)\n" "{\n" " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" " ModelViewProjectionPosition = gl_Position;\n" "}\n" "#endif\n" "\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D Texture_Normal;\n" "uniform sampler2D Texture_Refraction;\n" "\n" "uniform mediump vec4 DistortScaleRefractReflect;\n" "uniform mediump vec4 ScreenScaleRefractReflect;\n" "uniform mediump vec4 ScreenCenterRefractReflect;\n" "uniform mediump vec4 RefractColor;\n" "uniform mediump vec4 ReflectColor;\n" "uniform highp float ClientTime;\n" "#ifdef USENORMALMAPSCROLLBLEND\n" "uniform highp vec2 NormalmapScrollBlend;\n" "#endif\n" "\n" "void main(void)\n" "{\n" " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" " #ifdef USENORMALMAPSCROLLBLEND\n" " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n" " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n" " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(normal))).xy * DistortScaleRefractReflect.xy;\n" " #else\n" " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n" " #endif\n" " // FIXME temporary hack to detect the case that the reflection\n" " // gets blackened at edges due to leaving the area that contains actual\n" " // content.\n" " // Remove this 'ack once we have a better way to stop this thing from\n" " // 'appening.\n" " float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" " dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n" "}\n" "#endif\n" "#else // !MODE_REFRACTION\n" "\n" "\n" "\n" "\n" "#ifdef MODE_WATER\n" "dp_varying mediump vec2 TexCoord;\n" "dp_varying highp vec3 EyeVector;\n" "dp_varying highp vec4 ModelViewProjectionPosition;\n" "#ifdef VERTEX_SHADER\n" "uniform highp vec3 EyePosition;\n" "uniform highp mat4 TexMatrix;\n" "\n" "void main(void)\n" "{\n" " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n" " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n" " EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n" " EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n" " EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" " ModelViewProjectionPosition = gl_Position;\n" "}\n" "#endif\n" "\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D Texture_Normal;\n" "uniform sampler2D Texture_Refraction;\n" "uniform sampler2D Texture_Reflection;\n" "\n" "uniform mediump vec4 DistortScaleRefractReflect;\n" "uniform mediump vec4 ScreenScaleRefractReflect;\n" "uniform mediump vec4 ScreenCenterRefractReflect;\n" "uniform mediump vec4 RefractColor;\n" "uniform mediump vec4 ReflectColor;\n" "uniform mediump float ReflectFactor;\n" "uniform mediump float ReflectOffset;\n" "uniform highp float ClientTime;\n" "#ifdef USENORMALMAPSCROLLBLEND\n" "uniform highp vec2 NormalmapScrollBlend;\n" "#endif\n" "\n" "void main(void)\n" "{\n" " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n" " // slight water animation via 2 layer scrolling (todo: tweak)\n" " #ifdef USENORMALMAPSCROLLBLEND\n" " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n" " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n" " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n" " #else\n" " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n" " #endif\n" " // FIXME temporary hack to detect the case that the reflection\n" " // gets blackened at edges due to leaving the area that contains actual\n" " // content.\n" " // Remove this 'ack once we have a better way to stop this thing from\n" " // 'appening.\n" " float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n" " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n" " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n" " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n" " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n" " f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n" " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n" " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n" " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n" " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n" " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n" " 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" "}\n" "#endif\n" "#else // !MODE_WATER\n" "\n" "\n" "\n" "\n" "// common definitions between vertex shader and fragment shader:\n" "\n" "dp_varying mediump vec4 TexCoordSurfaceLightmap;\n" "#ifdef USEVERTEXTEXTUREBLEND\n" "dp_varying mediump vec2 TexCoord2;\n" "#endif\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" "dp_varying mediump vec3 CubeVector;\n" "#endif\n" "\n" "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n" "dp_varying mediump vec3 LightVector;\n" "#endif\n" "\n" "#ifdef USEEYEVECTOR\n" "dp_varying highp vec4 EyeVectorFogDepth;\n" "#endif\n" "\n" "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n" "dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n" "dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" "dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n" "#else\n" "# ifdef USEFOG\n" "dp_varying highp vec3 EyeVectorModelSpace;\n" "# endif\n" "#endif\n" "\n" "#ifdef USEREFLECTION\n" "dp_varying highp vec4 ModelViewProjectionPosition;\n" "#endif\n" "#ifdef MODE_DEFERREDLIGHTSOURCE\n" "uniform highp vec3 LightPosition;\n" "dp_varying highp vec4 ModelViewPosition;\n" "#endif\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" "uniform highp vec3 LightPosition;\n" "#endif\n" "uniform highp vec3 EyePosition;\n" "#ifdef MODE_LIGHTDIRECTION\n" "uniform highp vec3 LightDir;\n" "#endif\n" "uniform highp vec4 FogPlane;\n" "\n" "#ifdef USESHADOWMAPORTHO\n" "dp_varying highp vec3 ShadowMapTC;\n" "#endif\n" "\n" "#ifdef USEBOUNCEGRID\n" "dp_varying highp vec3 BounceGridTexCoord;\n" "#endif\n" "\n" "\n" "\n" "\n" "\n" "\n" "// 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" "\n" "// fragment shader specific:\n" "#ifdef FRAGMENT_SHADER\n" "\n" "uniform sampler2D Texture_Normal;\n" "uniform sampler2D Texture_Color;\n" "uniform sampler2D Texture_Gloss;\n" "#ifdef USEGLOW\n" "uniform sampler2D Texture_Glow;\n" "#endif\n" "#ifdef USEVERTEXTEXTUREBLEND\n" "uniform sampler2D Texture_SecondaryNormal;\n" "uniform sampler2D Texture_SecondaryColor;\n" "uniform sampler2D Texture_SecondaryGloss;\n" "#ifdef USEGLOW\n" "uniform sampler2D Texture_SecondaryGlow;\n" "#endif\n" "#endif\n" "#ifdef USECOLORMAPPING\n" "uniform sampler2D Texture_Pants;\n" "uniform sampler2D Texture_Shirt;\n" "#endif\n" "#ifdef USEFOG\n" "#ifdef USEFOGHEIGHTTEXTURE\n" "uniform sampler2D Texture_FogHeightTexture;\n" "#endif\n" "uniform sampler2D Texture_FogMask;\n" "#endif\n" "#ifdef USELIGHTMAP\n" "uniform sampler2D Texture_Lightmap;\n" "#endif\n" "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" "uniform sampler2D Texture_Deluxemap;\n" "#endif\n" "#ifdef USEREFLECTION\n" "uniform sampler2D Texture_Reflection;\n" "#endif\n" "\n" "#ifdef MODE_DEFERREDLIGHTSOURCE\n" "uniform sampler2D Texture_ScreenDepth;\n" "uniform sampler2D Texture_ScreenNormalMap;\n" "#endif\n" "#ifdef USEDEFERREDLIGHTMAP\n" "uniform sampler2D Texture_ScreenDiffuse;\n" "uniform sampler2D Texture_ScreenSpecular;\n" "#endif\n" "\n" "uniform mediump vec3 Color_Pants;\n" "uniform mediump vec3 Color_Shirt;\n" "uniform mediump vec3 FogColor;\n" "\n" "#ifdef USEFOG\n" "uniform highp float FogRangeRecip;\n" "uniform highp float FogPlaneViewDist;\n" "uniform highp float FogHeightFade;\n" "vec3 FogVertex(vec4 surfacecolor)\n" "{\n" "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n" " vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n" "#endif\n" " float FogPlaneVertexDist = EyeVectorFogDepth.w;\n" " float fogfrac;\n" " vec3 fc = FogColor;\n" "#ifdef USEFOGALPHAHACK\n" " fc *= surfacecolor.a;\n" "#endif\n" "#ifdef USEFOGHEIGHTTEXTURE\n" " vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n" " fogfrac = fogheightpixel.a;\n" " return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n" "#else\n" "# ifdef USEFOGOUTSIDE\n" " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n" "# else\n" " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n" "# endif\n" " return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n" "#endif\n" "}\n" "#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" "uniform mediump vec4 OffsetMapping_ScaleSteps;\n" "vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n" "{\n" " float i;\n" "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" " float f;\n" " // 14 sample relief mapping: linear search and then binary search\n" " // this basically steps forward a small amount repeatedly until it finds\n" " // itself inside solid, then jitters forward and back using decreasing\n" " // amounts to find the impact\n" " //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_ScaleSteps.x) * vec2(-1, 1), -1);\n" " //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * OffsetMapping_ScaleSteps.x * vec2(-1, 1), -1);\n" " vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_ScaleSteps.x * vec2(-1, 1), -1);\n" " vec3 RT = vec3(TexCoord, 1);\n" " OffsetVector *= OffsetMapping_ScaleSteps.z;\n" " for(i = 1.0; i < OffsetMapping_ScaleSteps.y; ++i)\n" " RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" " for(i = 0.0, f = 1.0; i < OffsetMapping_ScaleSteps.w; ++i, f *= 0.5)\n" " RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n" " return RT.xy;\n" "#else\n" " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n" " //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_ScaleSteps.x) * vec2(-1, 1));\n" " //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * OffsetMapping_ScaleSteps.x * vec2(-1, 1));\n" " vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_ScaleSteps.x * vec2(-1, 1));\n" " OffsetVector *= OffsetMapping_ScaleSteps.z;\n" " for(i = 0.0; i < OffsetMapping_ScaleSteps.y; ++i)\n" " TexCoord += OffsetVector * (1.0 - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" " return TexCoord;\n" "#endif\n" "}\n" "#endif // USEOFFSETMAPPING\n" "\n" "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n" "uniform sampler2D Texture_Attenuation;\n" "uniform samplerCube Texture_Cube;\n" "#endif\n" "\n" "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n" "\n" "#ifdef USESHADOWMAP2D\n" "# ifdef USESHADOWSAMPLER\n" "uniform sampler2DShadow Texture_ShadowMap2D;\n" "# else\n" "uniform sampler2D Texture_ShadowMap2D;\n" "# endif\n" "#endif\n" "\n" "#ifdef USESHADOWMAPVSDCT\n" "uniform samplerCube Texture_CubeProjection;\n" "#endif\n" "\n" "#if defined(USESHADOWMAP2D)\n" "uniform mediump vec2 ShadowMap_TextureScale;\n" "uniform mediump vec4 ShadowMap_Parameters;\n" "#endif\n" "\n" "#if defined(USESHADOWMAP2D)\n" "# ifdef USESHADOWMAPORTHO\n" "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n" "# else\n" "# ifdef USESHADOWMAPVSDCT\n" "vec3 GetShadowMapTC2D(vec3 dir)\n" "{\n" " vec3 adir = abs(dir);\n" " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n" " vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n" " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n" "}\n" "# else\n" "vec3 GetShadowMapTC2D(vec3 dir)\n" "{\n" " vec3 adir = abs(dir);\n" " float ma = adir.z;\n" " vec4 proj = vec4(dir, 2.5);\n" " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n" " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n" " vec2 aparams = ShadowMap_Parameters.xy / ma;\n" " 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" "}\n" "# endif\n" "# endif\n" "#endif // defined(USESHADOWMAP2D)\n" "\n" "# ifdef USESHADOWMAP2D\n" "float ShadowMapCompare(vec3 dir)\n" "{\n" " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n" " float f;\n" "\n" "# ifdef USESHADOWSAMPLER\n" "# ifdef USESHADOWMAPPCF\n" "# define texval(x, y) dp_shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)) \n" " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n" " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n" "# else\n" " f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n" "# endif\n" "# else\n" "# ifdef USESHADOWMAPPCF\n" "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n" "# ifdef GL_ARB_texture_gather\n" "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n" "# else\n" "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n" "# endif\n" " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n" "# if USESHADOWMAPPCF > 1\n" " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n" " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n" " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n" " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n" " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n" " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n" " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n" " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n" " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n" " vec4 locols = vec4(group1.ab, group3.ab);\n" " vec4 hicols = vec4(group7.rg, group9.rg);\n" " locols.yz += group2.ab;\n" " hicols.yz += group8.rg;\n" " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n" " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n" " mix(locols, hicols, offset.y);\n" " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n" " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n" " f = dot(cols, vec4(1.0/25.0));\n" "# else\n" " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n" " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n" " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n" " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n" " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n" " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n" " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n" "# endif\n" "# else\n" "# ifdef GL_EXT_gpu_shader4\n" "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n" "# else\n" "# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n" "# endif\n" "# if USESHADOWMAPPCF > 1\n" " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n" " center *= ShadowMap_TextureScale;\n" " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n" " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n" " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n" " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n" " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n" " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n" "# else\n" " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n" " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n" " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n" " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n" " vec3 cols = row2 + mix(row1, row3, offset.y);\n" " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n" "# endif\n" "# endif\n" "# else\n" " f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n" "# endif\n" "# endif\n" "# ifdef USESHADOWMAPORTHO\n" " return mix(ShadowMap_Parameters.w, 1.0, f);\n" "# else\n" " return f;\n" "# endif\n" "}\n" "# endif\n" "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n" "#endif // FRAGMENT_SHADER\n" "\n" "\n" "\n" "\n" "#ifdef MODE_DEFERREDGEOMETRY\n" "#ifdef VERTEX_SHADER\n" "uniform highp mat4 TexMatrix;\n" "#ifdef USEVERTEXTEXTUREBLEND\n" "uniform highp mat4 BackgroundTexMatrix;\n" "#endif\n" "uniform highp mat4 ModelViewMatrix;\n" "void main(void)\n" "{\n" " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n" "#ifdef USEVERTEXTEXTUREBLEND\n" " VertexColor = Attrib_Color;\n" " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n" "#endif\n" "\n" " // transform unnormalized eye direction into tangent space\n" "#ifdef USEOFFSETMAPPING\n" " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n" " EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n" " EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n" " EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n" " EyeVectorFogDepth.w = 0.0;\n" "#endif\n" "\n" " VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n" " VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n" " VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" "}\n" "#endif // VERTEX_SHADER\n" "\n" "#ifdef FRAGMENT_SHADER\n" "void main(void)\n" "{\n" "#ifdef USEOFFSETMAPPING\n" " // apply offsetmapping\n" " vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n" " vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n" " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n" "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n" "#else\n" "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n" "#endif\n" "\n" "#ifdef USEALPHAKILL\n" " if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n" " discard;\n" "#endif\n" "\n" "#ifdef USEVERTEXTEXTUREBLEND\n" " float alpha = offsetMappedTexture2D(Texture_Color).a;\n" " float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n" " //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n" " //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n" "#endif\n" "\n" "#ifdef USEVERTEXTEXTUREBLEND\n" " vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n" " float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n" "#else\n" " vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n" " float a = offsetMappedTexture2D(Texture_Gloss).a;\n" "#endif\n" "\n" " dp_FragColor = vec4(normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n" "}\n" "#endif // FRAGMENT_SHADER\n" "#else // !MODE_DEFERREDGEOMETRY\n" "\n" "\n" "\n" "\n" "#ifdef MODE_DEFERREDLIGHTSOURCE\n" "#ifdef VERTEX_SHADER\n" "uniform highp mat4 ModelViewMatrix;\n" "void main(void)\n" "{\n" " ModelViewPosition = ModelViewMatrix * Attrib_Position;\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" "}\n" "#endif // VERTEX_SHADER\n" "\n" "#ifdef FRAGMENT_SHADER\n" "uniform highp mat4 ViewToLight;\n" "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n" "uniform highp vec2 ScreenToDepth;\n" "uniform myhalf3 DeferredColor_Ambient;\n" "uniform myhalf3 DeferredColor_Diffuse;\n" "#ifdef USESPECULAR\n" "uniform myhalf3 DeferredColor_Specular;\n" "uniform myhalf SpecularPower;\n" "#endif\n" "uniform myhalf2 PixelToScreenTexCoord;\n" "void main(void)\n" "{\n" " // calculate viewspace pixel position\n" " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n" " vec3 position;\n" " position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n" " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n" " // decode viewspace pixel normal\n" " myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n" " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n" " // surfacenormal = pixel normal in viewspace\n" " // LightVector = pixel to light in viewspace\n" " // CubeVector = position in lightspace\n" " // eyevector = pixel to view in viewspace\n" " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n" " myhalf fade = myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" "#ifdef USEDIFFUSE\n" " // calculate diffuse shading\n" " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n" " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" "#endif\n" "#ifdef USESPECULAR\n" " // calculate directional shading\n" " vec3 eyevector = position * -1.0;\n" "# ifdef USEEXACTSPECULARMATH\n" " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n" "# else\n" " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n" " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n" "# endif\n" "#endif\n" "\n" "#if defined(USESHADOWMAP2D)\n" " fade *= ShadowMapCompare(CubeVector);\n" "#endif\n" "\n" "#ifdef USESPECULAR\n" " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n" " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n" "# ifdef USECUBEFILTER\n" " vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n" " gl_FragData[0].rgb *= cubecolor;\n" " gl_FragData[1].rgb *= cubecolor;\n" "# endif\n" "#else\n" "# ifdef USEDIFFUSE\n" " gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n" "# else\n" " gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n" "# endif\n" "# ifdef USECUBEFILTER\n" " vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n" " gl_FragColor.rgb *= cubecolor;\n" "# endif\n" "#endif\n" " \n" "}\n" "#endif // FRAGMENT_SHADER\n" "#else // !MODE_DEFERREDLIGHTSOURCE\n" "\n" "\n" "\n" "\n" "#ifdef VERTEX_SHADER\n" "uniform highp mat4 TexMatrix;\n" "#ifdef USEVERTEXTEXTUREBLEND\n" "uniform highp mat4 BackgroundTexMatrix;\n" "#endif\n" "#ifdef MODE_LIGHTSOURCE\n" "uniform highp mat4 ModelToLight;\n" "#endif\n" "#ifdef USESHADOWMAPORTHO\n" "uniform highp mat4 ShadowMapMatrix;\n" "#endif\n" "#ifdef USEBOUNCEGRID\n" "uniform highp mat4 BounceGridMatrix;\n" "#endif\n" "void main(void)\n" "{\n" "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n" " VertexColor = Attrib_Color;\n" "#endif\n" " // copy the surface texcoord\n" "#ifdef USELIGHTMAP\n" " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n" "#else\n" " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n" "#endif\n" "#ifdef USEVERTEXTEXTUREBLEND\n" " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n" "#endif\n" "\n" "#ifdef USEBOUNCEGRID\n" " BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n" "#ifdef USEBOUNCEGRIDDIRECTIONAL\n" " BounceGridTexCoord.z *= 0.125;\n" "#endif\n" "#endif\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" " // transform vertex position into light attenuation/cubemap space\n" " // (-1 to +1 across the light box)\n" " CubeVector = vec3(ModelToLight * Attrib_Position);\n" "\n" "# ifdef USEDIFFUSE\n" " // transform unnormalized light direction into tangent space\n" " // (we use unnormalized to ensure that it interpolates correctly and then\n" " // normalize it per pixel)\n" " vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n" " LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n" " LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n" " LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n" "# endif\n" "#endif\n" "\n" "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n" " LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n" " LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n" " LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n" "#endif\n" "\n" " // transform unnormalized eye direction into tangent space\n" "#ifdef USEEYEVECTOR\n" " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n" " EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n" " EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n" " EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n" "#ifdef USEFOG\n" " EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n" "#else\n" " EyeVectorFogDepth.w = 0.0;\n" "#endif\n" "#endif\n" "\n" "\n" "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n" "# ifdef USEFOG\n" " VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n" " VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n" " VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n" "# else\n" " VectorS = vec4(Attrib_TexCoord1, 0);\n" " VectorT = vec4(Attrib_TexCoord2, 0);\n" " VectorR = vec4(Attrib_TexCoord3, 0);\n" "# endif\n" "#else\n" "# ifdef USEFOG\n" " EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n" "# endif\n" "#endif\n" "\n" " // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" "\n" "#ifdef USESHADOWMAPORTHO\n" " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n" "#endif\n" "\n" "#ifdef USEREFLECTION\n" " ModelViewProjectionPosition = gl_Position;\n" "#endif\n" "}\n" "#endif // VERTEX_SHADER\n" "\n" "\n" "\n" "\n" "#ifdef FRAGMENT_SHADER\n" "#ifdef USEDEFERREDLIGHTMAP\n" "uniform myhalf2 PixelToScreenTexCoord;\n" "uniform myhalf3 DeferredMod_Diffuse;\n" "uniform myhalf3 DeferredMod_Specular;\n" "#endif\n" "uniform myhalf3 Color_Ambient;\n" "uniform myhalf3 Color_Diffuse;\n" "uniform myhalf3 Color_Specular;\n" "uniform myhalf SpecularPower;\n" "#ifdef USEGLOW\n" "uniform myhalf3 Color_Glow;\n" "#endif\n" "uniform myhalf Alpha;\n" "#ifdef USEREFLECTION\n" "uniform mediump vec4 DistortScaleRefractReflect;\n" "uniform mediump vec4 ScreenScaleRefractReflect;\n" "uniform mediump vec4 ScreenCenterRefractReflect;\n" "uniform mediump vec4 ReflectColor;\n" "#endif\n" "#ifdef USEREFLECTCUBE\n" "uniform highp mat4 ModelToReflectCube;\n" "uniform sampler2D Texture_ReflectMask;\n" "uniform samplerCube Texture_ReflectCube;\n" "#endif\n" "#ifdef MODE_LIGHTDIRECTION\n" "uniform myhalf3 LightColor;\n" "#endif\n" "#ifdef MODE_LIGHTSOURCE\n" "uniform myhalf3 LightColor;\n" "#endif\n" "#ifdef USEBOUNCEGRID\n" "uniform sampler3D Texture_BounceGrid;\n" "uniform float BounceGridIntensity;\n" "uniform highp mat4 BounceGridMatrix;\n" "#endif\n" "uniform highp float ClientTime;\n" "#ifdef USENORMALMAPSCROLLBLEND\n" "uniform highp vec2 NormalmapScrollBlend;\n" "#endif\n" "void main(void)\n" "{\n" "#ifdef USEOFFSETMAPPING\n" " // apply offsetmapping\n" " vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n" " vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n" " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n" "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n" "# define TexCoord TexCoordOffset\n" "#else\n" "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n" "# define TexCoord TexCoordSurfaceLightmap.xy\n" "#endif\n" "\n" " // combine the diffuse textures (base, pants, shirt)\n" " myhalf4 color = myhalf4(offsetMappedTexture2D(Texture_Color));\n" "#ifdef USEALPHAKILL\n" " if (color.a < 0.5)\n" " discard;\n" "#endif\n" " color.a *= Alpha;\n" "#ifdef USECOLORMAPPING\n" " color.rgb += myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n" "#endif\n" "#ifdef USEVERTEXTEXTUREBLEND\n" "#ifdef USEBOTHALPHAS\n" " myhalf4 color2 = myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n" " myhalf terrainblend = clamp(myhalf(VertexColor.a) * color.a, myhalf(1.0 - color2.a), myhalf(1.0));\n" " color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n" "#else\n" " myhalf terrainblend = clamp(myhalf(VertexColor.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n" " //myhalf terrainblend = min(myhalf(VertexColor.a) * color.a * 2.0, myhalf(1.0));\n" " //myhalf terrainblend = myhalf(VertexColor.a) * color.a > 0.5;\n" " color.rgb = mix(myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n" "#endif\n" " color.a = 1.0;\n" " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n" "#endif\n" "\n" " // get the surface normal\n" "#ifdef USEVERTEXTEXTUREBLEND\n" " myhalf3 surfacenormal = normalize(mix(myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n" "#else\n" " myhalf3 surfacenormal = normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5, 0.5, 0.5));\n" "#endif\n" "\n" " // get the material colors\n" " myhalf3 diffusetex = color.rgb;\n" "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" "# ifdef USEVERTEXTEXTUREBLEND\n" " myhalf4 glosstex = mix(myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n" "# else\n" " myhalf4 glosstex = myhalf4(offsetMappedTexture2D(Texture_Gloss));\n" "# endif\n" "#endif\n" "\n" "#ifdef USEREFLECTCUBE\n" " vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n" " vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n" " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n" " diffusetex += myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n" "#endif\n" "\n" "\n" "\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" " // light source\n" "#ifdef USEDIFFUSE\n" " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n" " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n" "#ifdef USESPECULAR\n" "#ifdef USEEXACTSPECULARMATH\n" " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n" "#else\n" " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVectorFogDepth.xyz)));\n" " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n" "#endif\n" " color.rgb += glosstex.rgb * (specular * Color_Specular);\n" "#endif\n" "#else\n" " color.rgb = diffusetex * Color_Ambient;\n" "#endif\n" " color.rgb *= LightColor;\n" " color.rgb *= myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" "#if defined(USESHADOWMAP2D)\n" " color.rgb *= ShadowMapCompare(CubeVector);\n" "#endif\n" "# ifdef USECUBEFILTER\n" " color.rgb *= myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n" "# endif\n" "#endif // MODE_LIGHTSOURCE\n" "\n" "\n" "\n" "\n" "#ifdef MODE_LIGHTDIRECTION\n" "#define SHADING\n" "#ifdef USEDIFFUSE\n" " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n" "#endif\n" "#define lightcolor LightColor\n" "#endif // MODE_LIGHTDIRECTION\n" "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" "#define SHADING\n" " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n" " myhalf3 lightnormal_modelspace = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" " myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" " // convert modelspace light vector to tangentspace\n" " myhalf3 lightnormal;\n" " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n" " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n" " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n" " lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n" " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n" " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n" " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n" " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n" " // to map the luxels to coordinates on the draw surfaces), which also causes\n" " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n" " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n" " // nudge is done here at expense of some additional fps. This is ONLY needed for\n" " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n" " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n" "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" "#define SHADING\n" " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n" " myhalf3 lightnormal = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" " myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" "#endif\n" "\n" "\n" "\n" "\n" "#ifdef MODE_FAKELIGHT\n" "#define SHADING\n" "myhalf3 lightnormal = myhalf3(normalize(EyeVectorFogDepth.xyz));\n" "myhalf3 lightcolor = myhalf3(1.0);\n" "#endif // MODE_FAKELIGHT\n" "\n" "\n" "\n" "\n" "#ifdef MODE_LIGHTMAP\n" " color.rgb = diffusetex * (Color_Ambient + myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n" "#endif // MODE_LIGHTMAP\n" "#ifdef MODE_VERTEXCOLOR\n" " color.rgb = diffusetex * (Color_Ambient + myhalf3(VertexColor.rgb) * Color_Diffuse);\n" "#endif // MODE_VERTEXCOLOR\n" "#ifdef MODE_FLATCOLOR\n" " color.rgb = diffusetex * Color_Ambient;\n" "#endif // MODE_FLATCOLOR\n" "\n" "\n" "\n" "\n" "#ifdef SHADING\n" "# ifdef USEDIFFUSE\n" " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" "# ifdef USESPECULAR\n" "# ifdef USEEXACTSPECULARMATH\n" " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n" "# else\n" " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVectorFogDepth.xyz)));\n" " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n" "# endif\n" " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n" "# else\n" " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n" "# endif\n" "# else\n" " color.rgb = diffusetex * Color_Ambient;\n" "# endif\n" "#endif\n" "\n" "#ifdef USESHADOWMAPORTHO\n" " color.rgb *= ShadowMapCompare(ShadowMapTC);\n" "#endif\n" "\n" "#ifdef USEDEFERREDLIGHTMAP\n" " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n" " color.rgb += diffusetex * myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n" " color.rgb += glosstex.rgb * myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n" "#endif\n" "\n" "#ifdef USEBOUNCEGRID\n" "#ifdef USEBOUNCEGRIDDIRECTIONAL\n" "// myhalf4 bouncegrid_coeff1 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord ));\n" "// myhalf4 bouncegrid_coeff2 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n" " myhalf4 bouncegrid_coeff3 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n" " myhalf4 bouncegrid_coeff4 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n" " myhalf4 bouncegrid_coeff5 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n" " myhalf4 bouncegrid_coeff6 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n" " myhalf4 bouncegrid_coeff7 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n" " myhalf4 bouncegrid_coeff8 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n" " myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n" " myhalf3 bouncegrid_dirp = max(myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n" " myhalf3 bouncegrid_dirn = max(myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n" "// bouncegrid_dirp = bouncegrid_dirn = myhalf3(1.0,1.0,1.0);\n" " myhalf3 bouncegrid_light = myhalf3(\n" " dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n" " dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n" " dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n" " color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n" "// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n" "#else\n" " color.rgb += diffusetex * myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n" "#endif\n" "#endif\n" "\n" "#ifdef USEGLOW\n" "#ifdef USEVERTEXTEXTUREBLEND\n" " color.rgb += mix(myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n" "#else\n" " color.rgb += myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n" "#endif\n" "#endif\n" "\n" "#ifdef USEFOG\n" " color.rgb = FogVertex(color);\n" "#endif\n" "\n" " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n" "#ifdef USEREFLECTION\n" " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n" " #ifdef USENORMALMAPSCROLLBLEND\n" "# ifdef USEOFFSETMAPPING\n" " 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" "# else\n" " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n" "# endif\n" " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n" " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n" " #else\n" " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n" " #endif\n" " // FIXME temporary hack to detect the case that the reflection\n" " // gets blackened at edges due to leaving the area that contains actual\n" " // content.\n" " // Remove this 'ack once we have a better way to stop this thing from\n" " // 'appening.\n" " float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" " color.rgb = mix(color.rgb, myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n" "#endif\n" "\n" " dp_FragColor = vec4(color);\n" "}\n" "#endif // FRAGMENT_SHADER\n" "\n" "#endif // !MODE_DEFERREDLIGHTSOURCE\n" "#endif // !MODE_DEFERREDGEOMETRY\n" "#endif // !MODE_WATER\n" "#endif // !MODE_REFRACTION\n" "#endif // !MODE_BLOOMBLUR\n" "#endif // !MODE_GENERIC\n" "#endif // !MODE_POSTPROCESS\n" "#endif // !MODE_SHOWDEPTH\n" "#endif // !MODE_DEPTH_OR_SHADOW\n"