"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" "// written by Forest 'LordHavoc' Hale\n" "// shadowmapping enhancements by Lee 'eihrul' Salzman\n" "\n" "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n" "#if defined(USEREFLECTION)\n" "#undef USESHADOWMAPORTHO\n" "#endif\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)\n" "#define USEEYEVECTOR\n" "#endif\n" "\n" "#ifdef FRAGMENT_SHADER\n" "#ifdef HLSL\n" "//#undef USESHADOWMAPPCF\n" "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n" "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n" "#else\n" "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n" "#endif\n" "#endif\n" "\n" "#ifdef MODE_DEPTH_OR_SHADOW\n" "#ifdef VERTEX_SHADER\n" "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "out float4 gl_Position : POSITION,\n" "out float Depth : TEXCOORD0\n" ")\n" "{\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" " Depth = gl_Position.z;\n" "}\n" "#endif\n" "\n" "#ifdef FRAGMENT_SHADER\n" "void main\n" "(\n" "float Depth : TEXCOORD0,\n" "out float4 gl_FragColor : COLOR\n" ")\n" "{\n" "// float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n" " float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n" " temp.yz -= floor(temp.yz);\n" " gl_FragColor = temp;\n" "// gl_FragColor = float4(Depth,0,0,0);\n" "}\n" "#endif\n" "#else // !MODE_DEPTH_ORSHADOW\n" "\n" "\n" "\n" "\n" "#ifdef MODE_SHOWDEPTH\n" "#ifdef VERTEX_SHADER\n" "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "out float4 gl_Position : POSITION,\n" "out float4 gl_FrontColor : COLOR0\n" ")\n" "{\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n" "}\n" "#endif\n" "\n" "#ifdef FRAGMENT_SHADER\n" "void main\n" "(\n" "float4 gl_FrontColor : COLOR0,\n" "out float4 gl_FragColor : COLOR\n" ")\n" "{\n" " gl_FragColor = gl_FrontColor;\n" "}\n" "#endif\n" "#else // !MODE_SHOWDEPTH\n" "\n" "\n" "\n" "\n" "#ifdef MODE_POSTPROCESS\n" "\n" "#ifdef VERTEX_SHADER\n" "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" "float4 gl_MultiTexCoord4 : TEXCOORD4,\n" "out float4 gl_Position : POSITION,\n" "out float2 TexCoord1 : TEXCOORD0,\n" "out float2 TexCoord2 : TEXCOORD1\n" ")\n" "{\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" " TexCoord1 = gl_MultiTexCoord0.xy;\n" "#ifdef USEBLOOM\n" " TexCoord2 = gl_MultiTexCoord4.xy;\n" "#endif\n" "}\n" "#endif\n" "\n" "#ifdef FRAGMENT_SHADER\n" "void main\n" "(\n" "float2 TexCoord1 : TEXCOORD0,\n" "float2 TexCoord2 : TEXCOORD1,\n" "uniform sampler Texture_First : register(s0),\n" "#ifdef USEBLOOM\n" "uniform sampler Texture_Second : register(s1),\n" "#endif\n" "#ifdef USEGAMMARAMPS\n" "uniform sampler Texture_GammaRamps : register(s2),\n" "#endif\n" "#ifdef USESATURATION\n" "uniform float Saturation : register(c30),\n" "#endif\n" "#ifdef USEVIEWTINT\n" "uniform float4 ViewTintColor : register(c41),\n" "#endif\n" "uniform float4 UserVec1 : register(c37),\n" "uniform float4 UserVec2 : register(c38),\n" "uniform float4 UserVec3 : register(c39),\n" "uniform float4 UserVec4 : register(c40),\n" "uniform float ClientTime : register(c2),\n" "uniform float2 PixelSize : register(c25),\n" "uniform float4 BloomColorSubtract : register(c43),\n" "out float4 gl_FragColor : COLOR\n" ")\n" "{\n" " gl_FragColor = tex2D(Texture_First, TexCoord1);\n" "#ifdef USEBLOOM\n" " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n" "#endif\n" "#ifdef USEVIEWTINT\n" " gl_FragColor = lerp(gl_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" " // float2 ts = textureSize(Texture_First, 0);\n" " // float2 px = float2(1/ts.x, 1/ts.y);\n" " float2 px = PixelSize;\n" " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n" " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n" " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n" " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n" " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n" " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n" " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n" " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n" " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n" " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n" " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n" " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n" " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n" " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n" " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n" " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n" " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n" " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n" " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n" " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n" " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n" " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n" " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n" " float py6 = 1.0 * dot(float3(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" " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n" " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n" " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n" " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n" " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n" " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n" " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*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(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n" " // 'vampire sight' effect, wheres red is compensated\n" " #ifdef SATURATION_REDCOMPENSATE\n" " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n" " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n" " gl_FragColor.r += r;\n" " #else\n" " // normal desaturation\n" " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n" " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n" " #endif\n" "#endif\n" "\n" "#ifdef USEGAMMARAMPS\n" " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n" " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n" " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n" "#endif\n" "}\n" "#endif\n" "#else // !MODE_POSTPROCESS\n" "\n" "\n" "\n" "\n" "#ifdef MODE_GENERIC\n" "#ifdef VERTEX_SHADER\n" "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "float4 gl_Color : COLOR0,\n" "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" "float4 gl_MultiTexCoord1 : TEXCOORD1,\n" "out float4 gl_Position : POSITION,\n" "#ifdef USEDIFFUSE\n" "out float2 TexCoord1 : TEXCOORD0,\n" "#endif\n" "#ifdef USESPECULAR\n" "out float2 TexCoord2 : TEXCOORD1,\n" "#endif\n" "out float4 gl_FrontColor : COLOR\n" ")\n" "{\n" " gl_FrontColor = gl_Color;\n" "#ifdef USEDIFFUSE\n" " TexCoord1 = gl_MultiTexCoord0.xy;\n" "#endif\n" "#ifdef USESPECULAR\n" " TexCoord2 = gl_MultiTexCoord1.xy;\n" "#endif\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" "}\n" "#endif\n" "\n" "#ifdef FRAGMENT_SHADER\n" "\n" "void main\n" "(\n" "float4 gl_FrontColor : COLOR0,\n" "float2 TexCoord1 : TEXCOORD0,\n" "float2 TexCoord2 : TEXCOORD1,\n" "#ifdef USEDIFFUSE\n" "uniform sampler Texture_First : register(s0),\n" "#endif\n" "#ifdef USESPECULAR\n" "uniform sampler Texture_Second : register(s1),\n" "#endif\n" "out float4 gl_FragColor : COLOR\n" ")\n" "{\n" "#ifdef USEVIEWTINT\n" " gl_FragColor = gl_FrontColor;\n" "#else\n" " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n" "#endif\n" "#ifdef USEDIFFUSE\n" " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n" "#endif\n" "\n" "#ifdef USESPECULAR\n" " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n" "# ifdef USECOLORMAPPING\n" " gl_FragColor *= tex2;\n" "# endif\n" "# ifdef USEGLOW\n" " gl_FragColor += tex2;\n" "# endif\n" "# ifdef USEVERTEXTEXTUREBLEND\n" " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n" "# endif\n" "#endif\n" "}\n" "#endif\n" "#else // !MODE_GENERIC\n" "\n" "\n" "\n" "\n" "#ifdef MODE_BLOOMBLUR\n" "#ifdef VERTEX_SHADER\n" "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" "out float4 gl_Position : POSITION,\n" "out float2 TexCoord : TEXCOORD0\n" ")\n" "{\n" " TexCoord = gl_MultiTexCoord0.xy;\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" "}\n" "#endif\n" "\n" "#ifdef FRAGMENT_SHADER\n" "\n" "void main\n" "(\n" "float2 TexCoord : TEXCOORD0,\n" "uniform sampler Texture_First : register(s0),\n" "uniform float4 BloomBlur_Parameters : register(c1),\n" "out float4 gl_FragColor : COLOR\n" ")\n" "{\n" " int i;\n" " float2 tc = TexCoord;\n" " float3 color = tex2D(Texture_First, tc).rgb;\n" " tc += BloomBlur_Parameters.xy;\n" " for (i = 1;i < SAMPLES;i++)\n" " {\n" " color += tex2D(Texture_First, tc).rgb;\n" " tc += BloomBlur_Parameters.xy;\n" " }\n" " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n" "}\n" "#endif\n" "#else // !MODE_BLOOMBLUR\n" "#ifdef MODE_REFRACTION\n" "#ifdef VERTEX_SHADER\n" "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" "uniform float4x4 TexMatrix : register(c0),\n" "uniform float3 EyePosition : register(c24),\n" "out float4 gl_Position : POSITION,\n" "out float2 TexCoord : TEXCOORD0,\n" "out float3 EyeVector : TEXCOORD1,\n" "out float4 ModelViewProjectionPosition : TEXCOORD2\n" ")\n" "{\n" " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" " ModelViewProjectionPosition = gl_Position;\n" "}\n" "#endif\n" "\n" "#ifdef FRAGMENT_SHADER\n" "void main\n" "(\n" "float2 TexCoord : TEXCOORD0,\n" "float3 EyeVector : TEXCOORD1,\n" "float4 ModelViewProjectionPosition : TEXCOORD2,\n" "uniform sampler Texture_Normal : register(s0),\n" "uniform sampler Texture_Refraction : register(s3),\n" "uniform sampler Texture_Reflection : register(s7),\n" "uniform float4 DistortScaleRefractReflect : register(c14),\n" "uniform float4 ScreenScaleRefractReflect : register(c32),\n" "uniform float4 ScreenCenterRefractReflect : register(c31),\n" "uniform float4 RefractColor : register(c29),\n" "out float4 gl_FragColor : COLOR\n" ")\n" "{\n" " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" " float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy;\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(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n" " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n" " gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n" "}\n" "#endif\n" "#else // !MODE_REFRACTION\n" "\n" "\n" "\n" "\n" "#ifdef MODE_WATER\n" "#ifdef VERTEX_SHADER\n" "\n" "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" "float4 gl_MultiTexCoord1 : TEXCOORD1,\n" "float4 gl_MultiTexCoord2 : TEXCOORD2,\n" "float4 gl_MultiTexCoord3 : TEXCOORD3,\n" "uniform float4x4 TexMatrix : register(c0),\n" "uniform float3 EyePosition : register(c24),\n" "out float4 gl_Position : POSITION,\n" "out float2 TexCoord : TEXCOORD0,\n" "out float3 EyeVector : TEXCOORD1,\n" "out float4 ModelViewProjectionPosition : TEXCOORD2\n" ")\n" "{\n" " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n" " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" " ModelViewProjectionPosition = gl_Position;\n" "}\n" "#endif\n" "\n" "#ifdef FRAGMENT_SHADER\n" "void main\n" "(\n" "float2 TexCoord : TEXCOORD0,\n" "float3 EyeVector : TEXCOORD1,\n" "float4 ModelViewProjectionPosition : TEXCOORD2,\n" "uniform sampler Texture_Normal : register(s0),\n" "uniform sampler Texture_Refraction : register(s3),\n" "uniform sampler Texture_Reflection : register(s7),\n" "uniform float4 DistortScaleRefractReflect : register(c14),\n" "uniform float4 ScreenScaleRefractReflect : register(c32),\n" "uniform float4 ScreenCenterRefractReflect : register(c31),\n" "uniform float4 RefractColor : register(c29),\n" "uniform float4 ReflectColor : register(c26),\n" "uniform float ReflectFactor : register(c27),\n" "uniform float ReflectOffset : register(c28),\n" "out float4 gl_FragColor : COLOR\n" ")\n" "{\n" " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n" " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\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(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n" " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n" " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n" " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n" " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n" " gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n" "}\n" "#endif\n" "#else // !MODE_WATER\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" "#ifdef USEFOG\n" "float3 FogVertex(float4 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n" "{\n" " float fogfrac;\n" " float3 fc = FogColor;\n" "#ifdef USEFOGALPHAHACK\n" " fc *= surfacecolor.a;\n" "#endif\n" "#ifdef USEFOGHEIGHTTEXTURE\n" " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n" " fogfrac = fogheightpixel.a;\n" " return lerp(fogheightpixel.rgb * fc, surfacecolor.rgb, tex2D(Texture_FogMask, float2(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 lerp(fc, surfacecolor.rgb, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n" "#endif\n" "}\n" "#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" "float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n" "{\n" " float i;\n" "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" " // 14 sample relief mapping: linear search and then binary search\n" " // this basically steps forward a small amount repeatedly until it finds\n" " // itself inside solid, then jitters forward and back using decreasing\n" " // amounts to find the impact\n" " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_ScaleSteps.x) * float2(-1, 1), -1);\n" " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_ScaleSteps.x * float2(-1, 1), -1);\n" " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_ScaleSteps.x * float2(-1, 1), -1);\n" " float3 RT = float3(TexCoord, 1);\n" " OffsetVector *= OffsetMapping_ScaleSteps.z;\n" " for(i = 1.0; i < OffsetMapping_ScaleSteps.y; ++i)\n" " RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" " for(i = 0.0, f = 1.0; i < OffsetMapping_ScaleSteps.w; ++i, f *= 0.5)\n" " RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n" " return RT.xy;\n" "#else\n" " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n" " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_ScaleSteps.x) * float2(-1, 1));\n" " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_ScaleSteps.x * float2(-1, 1));\n" " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_ScaleSteps.x * float2(-1, 1));\n" " OffsetVector *= OffsetMapping_ScaleSteps.z;\n" " for(i = 0.0; i < OffsetMapping_ScaleSteps.y; ++i)\n" " TexCoord += OffsetVector * (1.0 - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" " return TexCoord;\n" "#endif\n" "}\n" "#endif // USEOFFSETMAPPING\n" "\n" "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n" "#if defined(USESHADOWMAP2D)\n" "# ifdef USESHADOWMAPORTHO\n" "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n" "# else\n" "# ifdef USESHADOWMAPVSDCT\n" "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n" "{\n" " float3 adir = abs(dir);\n" " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n" " float4 proj = texCUBE(Texture_CubeProjection, dir);\n" " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n" "}\n" "# else\n" "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n" "{\n" " float3 adir = abs(dir);\n" " float ma = adir.z;\n" " float4 proj = float4(dir, 2.5);\n" " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n" " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n" "#ifdef HLSL\n" " return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n" "#else\n" " float2 aparams = ShadowMap_Parameters.xy / ma;\n" " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n" "#endif\n" "}\n" "# endif\n" "# endif\n" "#endif // defined(USESHADOWMAP2D)\n" "\n" "# ifdef USESHADOWMAP2D\n" "#ifdef USESHADOWMAPVSDCT\n" "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n" "#else\n" "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n" "#endif\n" "{\n" "#ifdef USESHADOWMAPVSDCT\n" " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n" "#else\n" " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n" "#endif\n" " float f;\n" "\n" "# ifdef USESHADOWSAMPLER\n" "# ifdef USESHADOWMAPPCF\n" "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n" " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n" " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n" "# else\n" " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\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, int2(x, y))\n" "# else\n" "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n" "# endif\n" " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n" "# if USESHADOWMAPPCF > 1\n" " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n" " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n" " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n" " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n" " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n" " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n" " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n" " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n" " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n" " float4 locols = float4(group1.ab, group3.ab);\n" " float4 hicols = float4(group7.rg, group9.rg);\n" " locols.yz += group2.ab;\n" " hicols.yz += group8.rg;\n" " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n" " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n" " lerp(locols, hicols, offset.y);\n" " float4 cols = group5 + float4(group2.rg, group8.ab);\n" " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n" " f = dot(cols, float4(1.0/25.0));\n" "# else\n" " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n" " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n" " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n" " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n" " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n" " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n" " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n" "# endif\n" "# else\n" "# ifdef GL_EXT_gpu_shader4\n" "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n" "# else\n" "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n" "# endif\n" "# if USESHADOWMAPPCF > 1\n" " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n" " center *= ShadowMap_TextureScale;\n" " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n" " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n" " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n" " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n" " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n" " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n" "# else\n" " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n" " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n" " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n" " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n" " float3 cols = row2 + lerp(row1, row3, offset.y);\n" " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n" "# endif\n" "# endif\n" "# else\n" " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n" "# endif\n" "# endif\n" "# ifdef USESHADOWMAPORTHO\n" " return lerp(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" "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "#ifdef USEVERTEXTEXTUREBLEND\n" "float4 gl_Color : COLOR0,\n" "#endif\n" "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" "float4 gl_MultiTexCoord1 : TEXCOORD1,\n" "float4 gl_MultiTexCoord2 : TEXCOORD2,\n" "float4 gl_MultiTexCoord3 : TEXCOORD3,\n" "uniform float4x4 TexMatrix : register(c0),\n" "#ifdef USEVERTEXTEXTUREBLEND\n" "uniform float4x4 BackgroundTexMatrix : register(c4),\n" "#endif\n" "uniform float4x4 ModelViewMatrix : register(c12),\n" "#ifdef USEOFFSETMAPPING\n" "uniform float3 EyePosition : register(c24),\n" "#endif\n" "out float4 gl_Position : POSITION,\n" "#ifdef USEVERTEXTEXTUREBLEND\n" "out float4 gl_FrontColor : COLOR,\n" "#endif\n" "out float4 TexCoordBoth : TEXCOORD0,\n" "#ifdef USEOFFSETMAPPING\n" "out float3 EyeVector : TEXCOORD2,\n" "#endif\n" "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n" ")\n" "{\n" " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n" "#ifdef USEVERTEXTEXTUREBLEND\n" " gl_FrontColor = gl_Color;\n" " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n" "#endif\n" "\n" " // transform unnormalized eye direction into tangent space\n" "#ifdef USEOFFSETMAPPING\n" " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" "#endif\n" "\n" " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n" " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n" " VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" " VectorR.w = gl_Position.z;\n" "}\n" "#endif // VERTEX_SHADER\n" "\n" "#ifdef FRAGMENT_SHADER\n" "void main\n" "(\n" "float4 TexCoordBoth : TEXCOORD0,\n" "float3 EyeVector : TEXCOORD2,\n" "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n" "uniform sampler Texture_Normal : register(s0),\n" "#ifdef USEALPHAKILL\n" "uniform sampler Texture_Color : register(s1),\n" "#endif\n" "uniform sampler Texture_Gloss : register(s2),\n" "#ifdef USEVERTEXTEXTUREBLEND\n" "uniform sampler Texture_SecondaryNormal : register(s4),\n" "uniform sampler Texture_SecondaryGloss : register(s6),\n" "#endif\n" "#ifdef USEOFFSETMAPPING\n" "uniform float4 OffsetMapping_ScaleSteps : register(c24),\n" "#endif\n" "uniform half SpecularPower : register(c36),\n" "#ifdef HLSL\n" "out float4 gl_FragData0 : COLOR0,\n" "out float4 gl_FragData1 : COLOR1\n" "#else\n" "out float4 gl_FragColor : COLOR\n" "#endif\n" ")\n" "{\n" " float2 TexCoord = TexCoordBoth.xy;\n" "#ifdef USEOFFSETMAPPING\n" " // apply offsetmapping\n" " float2 dPdx = ddx(TexCoord);\n" " float2 dPdy = ddy(TexCoord);\n" " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, EyeVector, Texture_Normal, dPdx, dPdy);\n" "# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n" "#else\n" "# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n" "#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(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n" " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n" " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n" "#endif\n" "\n" "#ifdef USEVERTEXTEXTUREBLEND\n" " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n" " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n" "#else\n" " float3 surfacenormal = offsetMappedTexture2D(Texture_Normal).rgb - float3(0.5, 0.5, 0.5);\n" " float a = offsetMappedTexture2D(Texture_Gloss).a;\n" "#endif\n" "\n" "#ifdef HLSL\n" " gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n" " float Depth = VectorR.w / 256.0;\n" " float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n" "// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n" " depthcolor.yz -= floor(depthcolor.yz);\n" " gl_FragData1 = depthcolor;\n" "#else\n" " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n" "#endif\n" "}\n" "#endif // FRAGMENT_SHADER\n" "#else // !MODE_DEFERREDGEOMETRY\n" "\n" "\n" "\n" "\n" "#ifdef MODE_DEFERREDLIGHTSOURCE\n" "#ifdef VERTEX_SHADER\n" "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "uniform float4x4 ModelViewMatrix : register(c12),\n" "out float4 gl_Position : POSITION,\n" "out float4 ModelViewPosition : TEXCOORD0\n" ")\n" "{\n" " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" "}\n" "#endif // VERTEX_SHADER\n" "\n" "#ifdef FRAGMENT_SHADER\n" "void main\n" "(\n" "#ifdef HLSL\n" "float2 Pixel : VPOS,\n" "#else\n" "float2 Pixel : WPOS,\n" "#endif\n" "float4 ModelViewPosition : TEXCOORD0,\n" "uniform float4x4 ViewToLight : register(c44),\n" "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n" "uniform float3 LightPosition : register(c23),\n" "uniform half2 PixelToScreenTexCoord : register(c42),\n" "uniform half3 DeferredColor_Ambient : register(c9),\n" "uniform half3 DeferredColor_Diffuse : register(c10),\n" "#ifdef USESPECULAR\n" "uniform half3 DeferredColor_Specular : register(c11),\n" "uniform half SpecularPower : register(c36),\n" "#endif\n" "uniform sampler Texture_Attenuation : register(s9),\n" "uniform sampler Texture_ScreenDepth : register(s13),\n" "uniform sampler Texture_ScreenNormalMap : register(s14),\n" "\n" "#ifdef USECUBEFILTER\n" "uniform samplerCUBE Texture_Cube : register(s10),\n" "#endif\n" "\n" "#ifdef USESHADOWMAP2D\n" "# ifdef USESHADOWSAMPLER\n" "uniform sampler Texture_ShadowMap2D : register(s15),\n" "# else\n" "uniform sampler Texture_ShadowMap2D : register(s15),\n" "# endif\n" "#endif\n" "\n" "#ifdef USESHADOWMAPVSDCT\n" "uniform samplerCUBE Texture_CubeProjection : register(s12),\n" "#endif\n" "\n" "#if defined(USESHADOWMAP2D)\n" "uniform float2 ShadowMap_TextureScale : register(c35),\n" "uniform float4 ShadowMap_Parameters : register(c34),\n" "#endif\n" "\n" "out float4 gl_FragData0 : COLOR0,\n" "out float4 gl_FragData1 : COLOR1\n" ")\n" "{\n" " // calculate viewspace pixel position\n" " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n" " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n" " float3 position;\n" "#ifdef HLSL\n" " position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n" "#else\n" " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n" "#endif\n" " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n" " // decode viewspace pixel normal\n" " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n" " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(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" " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n" " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n" "#ifdef USEDIFFUSE\n" " // calculate diffuse shading\n" " half3 lightnormal = half3(normalize(LightPosition - position));\n" " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" "#endif\n" "#ifdef USESPECULAR\n" " // calculate directional shading\n" " float3 eyevector = position * -1.0;\n" "# ifdef USEEXACTSPECULARMATH\n" " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n" "# else\n" " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n" " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n" "# endif\n" "#endif\n" "\n" "#if defined(USESHADOWMAP2D)\n" " fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n" "#ifdef USESHADOWMAPVSDCT\n" ", Texture_CubeProjection\n" "#endif\n" " ));\n" "#endif\n" "\n" "#ifdef USEDIFFUSE\n" " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n" "#else\n" " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n" "#endif\n" "#ifdef USESPECULAR\n" " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n" "#else\n" " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n" "#endif\n" "\n" "# ifdef USECUBEFILTER\n" " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n" " gl_FragData0.rgb *= cubecolor;\n" " gl_FragData1.rgb *= cubecolor;\n" "# endif\n" "}\n" "#endif // FRAGMENT_SHADER\n" "#else // !MODE_DEFERREDLIGHTSOURCE\n" "\n" "\n" "\n" "\n" "#ifdef VERTEX_SHADER\n" "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n" "float4 gl_Color : COLOR0,\n" "#endif\n" "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" "float4 gl_MultiTexCoord1 : TEXCOORD1,\n" "float4 gl_MultiTexCoord2 : TEXCOORD2,\n" "float4 gl_MultiTexCoord3 : TEXCOORD3,\n" "float4 gl_MultiTexCoord4 : TEXCOORD4,\n" "\n" "uniform float3 EyePosition : register(c24),\n" "uniform float4x4 TexMatrix : register(c0),\n" "#ifdef USEVERTEXTEXTUREBLEND\n" "uniform float4x4 BackgroundTexMatrix : register(c4),\n" "#endif\n" "#ifdef MODE_LIGHTSOURCE\n" "uniform float4x4 ModelToLight : register(c20),\n" "#endif\n" "#ifdef MODE_LIGHTSOURCE\n" "uniform float3 LightPosition : register(c27),\n" "#endif\n" "#ifdef MODE_LIGHTDIRECTION\n" "uniform float3 LightDir : register(c26),\n" "#endif\n" "uniform float4 FogPlane : register(c25),\n" "#ifdef MODE_DEFERREDLIGHTSOURCE\n" "uniform float3 LightPosition : register(c27),\n" "#endif\n" "#ifdef USESHADOWMAPORTHO\n" "uniform float4x4 ShadowMapMatrix : register(c16),\n" "#endif\n" "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n" "out float4 gl_FrontColor : COLOR,\n" "#endif\n" "out float4 TexCoordBoth : TEXCOORD0,\n" "#ifdef USELIGHTMAP\n" "out float2 TexCoordLightmap : TEXCOORD1,\n" "#endif\n" "#ifdef USEEYEVECTOR\n" "out float3 EyeVector : TEXCOORD2,\n" "#endif\n" "#ifdef USEREFLECTION\n" "out float4 ModelViewProjectionPosition : TEXCOORD3,\n" "#endif\n" "#ifdef USEFOG\n" "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n" "#endif\n" "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n" "out float3 LightVector : TEXCOORD1,\n" "#endif\n" "#ifdef MODE_LIGHTSOURCE\n" "out float3 CubeVector : TEXCOORD3,\n" "#endif\n" "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n" "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n" "#endif\n" "#ifdef USESHADOWMAPORTHO\n" "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n" "#endif\n" "out float4 gl_Position : POSITION\n" ")\n" "{\n" "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n" " gl_FrontColor = gl_Color;\n" "#endif\n" " // copy the surface texcoord\n" " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n" "#ifdef USEVERTEXTEXTUREBLEND\n" " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n" "#endif\n" "#ifdef USELIGHTMAP\n" " TexCoordLightmap = gl_MultiTexCoord4.xy;\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 = mul(ModelToLight, gl_Vertex).xyz;\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" " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" "# endif\n" "#endif\n" "\n" "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n" " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n" " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n" " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n" "#endif\n" "\n" " // transform unnormalized eye direction into tangent space\n" "#ifdef USEEYEVECTOR\n" " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" "#endif\n" "\n" "#ifdef USEFOG\n" " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n" " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n" "#endif\n" "\n" "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" " VectorS = gl_MultiTexCoord1.xyz;\n" " VectorT = gl_MultiTexCoord2.xyz;\n" " VectorR = gl_MultiTexCoord3.xyz;\n" "#endif\n" "\n" " // transform vertex to camera space, using ftransform to match non-VS rendering\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" "\n" "#ifdef USESHADOWMAPORTHO\n" " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\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" "void main\n" "(\n" "#ifdef USEDEFERREDLIGHTMAP\n" "#ifdef HLSL\n" "float2 Pixel : VPOS,\n" "#else\n" "float2 Pixel : WPOS,\n" "#endif\n" "#endif\n" "float4 gl_FrontColor : COLOR,\n" "float4 TexCoordBoth : TEXCOORD0,\n" "#ifdef USELIGHTMAP\n" "float2 TexCoordLightmap : TEXCOORD1,\n" "#endif\n" "#ifdef USEEYEVECTOR\n" "float3 EyeVector : TEXCOORD2,\n" "#endif\n" "#ifdef USEREFLECTION\n" "float4 ModelViewProjectionPosition : TEXCOORD3,\n" "#endif\n" "#ifdef USEFOG\n" "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n" "#endif\n" "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n" "float3 LightVector : TEXCOORD1,\n" "#endif\n" "#ifdef MODE_LIGHTSOURCE\n" "float3 CubeVector : TEXCOORD3,\n" "#endif\n" "#ifdef MODE_DEFERREDLIGHTSOURCE\n" "float4 ModelViewPosition : TEXCOORD0,\n" "#endif\n" "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n" "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n" "#endif\n" "#ifdef USESHADOWMAPORTHO\n" "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n" "#endif\n" "\n" "uniform sampler Texture_Normal : register(s0),\n" "uniform sampler Texture_Color : register(s1),\n" "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" "uniform sampler Texture_Gloss : register(s2),\n" "#endif\n" "#ifdef USEGLOW\n" "uniform sampler Texture_Glow : register(s3),\n" "#endif\n" "#ifdef USEVERTEXTEXTUREBLEND\n" "uniform sampler Texture_SecondaryNormal : register(s4),\n" "uniform sampler Texture_SecondaryColor : register(s5),\n" "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" "uniform sampler Texture_SecondaryGloss : register(s6),\n" "#endif\n" "#ifdef USEGLOW\n" "uniform sampler Texture_SecondaryGlow : register(s7),\n" "#endif\n" "#endif\n" "#ifdef USECOLORMAPPING\n" "uniform sampler Texture_Pants : register(s4),\n" "uniform sampler Texture_Shirt : register(s7),\n" "#endif\n" "#ifdef USEFOG\n" "uniform sampler Texture_FogHeightTexture : register(s14),\n" "uniform sampler Texture_FogMask : register(s8),\n" "#endif\n" "#ifdef USELIGHTMAP\n" "uniform sampler Texture_Lightmap : register(s9),\n" "#endif\n" "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" "uniform sampler Texture_Deluxemap : register(s10),\n" "#endif\n" "#ifdef USEREFLECTION\n" "uniform sampler Texture_Reflection : register(s7),\n" "#endif\n" "\n" "#ifdef MODE_DEFERREDLIGHTSOURCE\n" "uniform sampler Texture_ScreenDepth : register(s13),\n" "uniform sampler Texture_ScreenNormalMap : register(s14),\n" "#endif\n" "#ifdef USEDEFERREDLIGHTMAP\n" "uniform sampler Texture_ScreenDepth : register(s13),\n" "uniform sampler Texture_ScreenNormalMap : register(s14),\n" "uniform sampler Texture_ScreenDiffuse : register(s11),\n" "uniform sampler Texture_ScreenSpecular : register(s12),\n" "#endif\n" "\n" "#ifdef USECOLORMAPPING\n" "uniform half3 Color_Pants : register(c7),\n" "uniform half3 Color_Shirt : register(c8),\n" "#endif\n" "#ifdef USEFOG\n" "uniform float3 FogColor : register(c16),\n" "uniform float FogRangeRecip : register(c20),\n" "uniform float FogPlaneViewDist : register(c19),\n" "uniform float FogHeightFade : register(c17),\n" "#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" "uniform float4 OffsetMapping_ScaleSteps : register(c24),\n" "#endif\n" "\n" "#ifdef USEDEFERREDLIGHTMAP\n" "uniform half2 PixelToScreenTexCoord : register(c42),\n" "uniform half3 DeferredMod_Diffuse : register(c12),\n" "uniform half3 DeferredMod_Specular : register(c13),\n" "#endif\n" "uniform half3 Color_Ambient : register(c3),\n" "uniform half3 Color_Diffuse : register(c4),\n" "uniform half3 Color_Specular : register(c5),\n" "uniform half SpecularPower : register(c36),\n" "#ifdef USEGLOW\n" "uniform half3 Color_Glow : register(c6),\n" "#endif\n" "uniform half Alpha : register(c0),\n" "#ifdef USEREFLECTION\n" "uniform float4 DistortScaleRefractReflect : register(c14),\n" "uniform float4 ScreenScaleRefractReflect : register(c32),\n" "uniform float4 ScreenCenterRefractReflect : register(c31),\n" "uniform half4 ReflectColor : register(c26),\n" "#endif\n" "#ifdef USEREFLECTCUBE\n" "uniform float4x4 ModelToReflectCube : register(c48),\n" "uniform sampler Texture_ReflectMask : register(s5),\n" "uniform samplerCUBE Texture_ReflectCube : register(s6),\n" "#endif\n" "#ifdef MODE_LIGHTDIRECTION\n" "uniform half3 LightColor : register(c21),\n" "#endif\n" "#ifdef MODE_LIGHTSOURCE\n" "uniform half3 LightColor : register(c21),\n" "#endif\n" "\n" "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n" "uniform sampler Texture_Attenuation : register(s9),\n" "uniform samplerCUBE Texture_Cube : register(s10),\n" "#endif\n" "\n" "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n" "\n" "#ifdef USESHADOWMAP2D\n" "# ifdef USESHADOWSAMPLER\n" "uniform sampler Texture_ShadowMap2D : register(s15),\n" "# else\n" "uniform sampler Texture_ShadowMap2D : register(s15),\n" "# endif\n" "#endif\n" "\n" "#ifdef USESHADOWMAPVSDCT\n" "uniform samplerCUBE Texture_CubeProjection : register(s12),\n" "#endif\n" "\n" "#if defined(USESHADOWMAP2D)\n" "uniform float2 ShadowMap_TextureScale : register(c35),\n" "uniform float4 ShadowMap_Parameters : register(c34),\n" "#endif\n" "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n" "\n" "out float4 gl_FragColor : COLOR\n" ")\n" "{\n" " float2 TexCoord = TexCoordBoth.xy;\n" "#ifdef USEVERTEXTEXTUREBLEND\n" " float2 TexCoord2 = TexCoordBoth.zw;\n" "#endif\n" "#ifdef USEOFFSETMAPPING\n" " // apply offsetmapping\n" " float2 dPdx = ddx(TexCoord);\n" " float2 dPdy = ddy(TexCoord);\n" " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, EyeVector, Texture_Normal, dPdx, dPdy);\n" "# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n" "#else\n" "# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n" "#endif\n" "\n" " // combine the diffuse textures (base, pants, shirt)\n" " half4 color = half4(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 += half3(offsetMappedTexture2D(Texture_Pants).rgb) * Color_Pants + half3(offsetMappedTexture2D(Texture_Shirt).rgb) * Color_Shirt;\n" "#endif\n" "#ifdef USEVERTEXTEXTUREBLEND\n" "#ifdef USEBOTHALPHAS\n" " half4 color2 = half4(tex2D(Texture_SecondaryColor, TexCoord2));\n" " half terrainblend = clamp(half(gl_FrontColor.a) * color.a, half(1.0 - color2.a), half(1.0));\n" " color.rgb = lerp(color2.rgb, color.rgb, terrainblend);\n" "#else\n" " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n" " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n" " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n" " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n" " color.a = 1.0;\n" " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n" "#endif\n" "#endif\n" "\n" " // get the surface normal\n" "#ifdef USEVERTEXTEXTUREBLEND\n" " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n" "#else\n" " half3 surfacenormal = half3(normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5, 0.5, 0.5)));\n" "#endif\n" "\n" " // get the material colors\n" " half3 diffusetex = color.rgb;\n" "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" "# ifdef USEVERTEXTEXTUREBLEND\n" " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), offsetMappedTexture2D(Texture_Gloss), terrainblend));\n" "# else\n" " half4 glosstex = half4(offsetMappedTexture2D(Texture_Gloss));\n" "# endif\n" "#endif\n" "\n" "#ifdef USEREFLECTCUBE\n" " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n" " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n" " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n" " diffusetex += half3(offsetMappedTexture2D(Texture_ReflectMask).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n" "#endif\n" "\n" "\n" "\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" " // light source\n" "#ifdef USEDIFFUSE\n" " half3 lightnormal = half3(normalize(LightVector));\n" " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n" "#ifdef USESPECULAR\n" "#ifdef USEEXACTSPECULARMATH\n" " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n" "#else\n" " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n" " half specular = half(pow(half(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 *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n" "#if defined(USESHADOWMAP2D)\n" " color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n" "#ifdef USESHADOWMAPVSDCT\n" ", Texture_CubeProjection\n" "#endif\n" " ));\n" "\n" "#endif\n" "# ifdef USECUBEFILTER\n" " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n" "# endif\n" "\n" "#ifdef USESHADOWMAP2D\n" "#ifdef USESHADOWMAPVSDCT\n" "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n" "#else\n" "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n" "#endif\n" "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n" "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n" "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n" "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n" "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n" "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n" "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n" "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n" "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n" "// color.r = half(shadowmaptc.z);\n" "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n" "// color.r = half(shadowmaptc.z);\n" "// color.r = 1;\n" "// color.rgb = abs(CubeVector);\n" "#endif\n" "// color.rgb = half3(1,1,1);\n" "#endif // MODE_LIGHTSOURCE\n" "\n" "\n" "\n" "\n" "#ifdef MODE_LIGHTDIRECTION\n" "#define SHADING\n" "#ifdef USEDIFFUSE\n" " half3 lightnormal = half3(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" " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n" " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n" " // convert modelspace light vector to tangentspace\n" " half3 lightnormal;\n" " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n" " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n" " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\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" " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n" " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n" "#endif\n" "\n" "\n" "\n" "\n" "#ifdef MODE_FAKELIGHT\n" "#define SHADING\n" "half3 lightnormal = half3(normalize(EyeVector));\n" "half3 lightcolor = half3(1.0,1.0,1.0);\n" "#endif // MODE_FAKELIGHT\n" "\n" "\n" "\n" "\n" "#ifdef MODE_LIGHTMAP\n" " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n" "#endif // MODE_LIGHTMAP\n" "#ifdef MODE_VERTEXCOLOR\n" " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.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" " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" "# ifdef USESPECULAR\n" "# ifdef USEEXACTSPECULARMATH\n" " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n" "# else\n" " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n" " half specular = half(pow(half(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 *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n" "#endif\n" "\n" "#ifdef USEDEFERREDLIGHTMAP\n" " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n" " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n" " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n" "// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n" "// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n" "#endif\n" "\n" "#ifdef USEGLOW\n" "#ifdef USEVERTEXTEXTUREBLEND\n" " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, offsetMappedTexture2D(Texture_Glow).rgb, terrainblend)) * Color_Glow;\n" "#else\n" " color.rgb += half3(offsetMappedTexture2D(Texture_Glow).rgb) * Color_Glow;\n" "#endif\n" "#endif\n" "\n" "#ifdef USEFOG\n" " color.rgb = half3(FogVertex(color, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture));\n" "#endif\n" "\n" " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n" "#ifdef USEREFLECTION\n" " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n" " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\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(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n" " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n" " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n" "#endif\n" "\n" " gl_FragColor = float4(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"