]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - shader_glsl.h
Fix setinfo.
[xonotic/darkplaces.git] / shader_glsl.h
index cb839f108821691eb84b067f8f7ac3e226762736..36542c53810ab34c673013cdc3d583e3ce4a7d7d 100644 (file)
@@ -2,7 +2,7 @@
 "// written by Forest 'LordHavoc' Hale\n",
 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n",
 "\n",
-"#ifdef USESKELETAL\n",
+"#if defined(USESKELETAL) || defined(USEOCCLUDE)\n",
 "#  ifdef GL_ARB_uniform_buffer_object\n",
 "#    extension GL_ARB_uniform_buffer_object : enable\n",
 "#  endif\n",
@@ -37,6 +37,9 @@
 "# endif\n",
 "#endif\n",
 "\n",
+"#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)\n"
+"invariant gl_Position; // fix for lighting polygons not matching base surface\n",
+"# endif\n",
 "#if defined(GLSL130) || defined(GLSL140)\n",
 "precision highp float;\n",
 "# ifdef VERTEX_SHADER\n",
 "      float minreduct = (1.0 / 128.0);\n",
 "\n",
 "      // directions\n",
-"      vec3 NW = texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;\n",
-"      vec3 NE = texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;\n",
-"      vec3 SW = texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;\n",
-"      vec3 SE = texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;\n",
-"      vec3 M = texture2D(Texture_First, TexCoord1).xyz;\n",
+"      vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;\n",
+"      vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;\n",
+"      vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;\n",
+"      vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;\n",
+"      vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;\n",
 "\n",
 "      // luminance directions\n",
 "      vec3 luma = vec3(0.299, 0.587, 0.114);\n",
 "      dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;\n",
 "\n",
 "      vec3 rA = (1.0/2.0) * (\n",
-"              texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +\n",
-"              texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);\n",
+"              dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +\n",
+"              dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);\n",
 "      vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (\n",
-"              texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +\n",
-"              texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);\n",
+"              dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +\n",
+"              dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);\n",
 "      float lB = dot(rB, luma);\n",
 "\n",
 "      ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;\n",
 "#endif\n",
 "\n",
 "#if defined(USESHADOWMAP2D)\n",
-"uniform mediump vec2 ShadowMap_TextureScale;\n",
+"uniform mediump vec4 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",
+"#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))\n",
 "# else\n",
 "#  ifdef USESHADOWMAPVSDCT\n",
 "vec3 GetShadowMapTC2D(vec3 dir)\n",
 "# ifdef USESHADOWMAP2D\n",
 "float ShadowMapCompare(vec3 dir)\n",
 "{\n",
-"      vec3 shadowmaptc = GetShadowMapTC2D(dir);\n",
+"      vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);\n",
 "      float f;\n",
 "\n",
 "#  ifdef USEDEPTHRGB\n",
 "#   ifdef USESHADOWMAPPCF\n",
-"#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale))\n",
+"#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))\n",
 "#    if USESHADOWMAPPCF > 1\n",
 "      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n",
-"      center *= ShadowMap_TextureScale;\n",
+"      center *= ShadowMap_TextureScale.xy;\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 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",
+"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, 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",
 "      f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n",
 "#    endif\n",
 "#   else\n",
-"      f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale)));\n",
+"      f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));\n",
 "#   endif\n",
 "#  else\n",
 "#   ifdef USESHADOWSAMPLER\n",
 "      vec2 offset = fract(shadowmaptc.xy - 0.5);\n",
 "   vec4 size = vec4(offset + 1.0, 2.0 - offset);\n",
 "#       if USESHADOWMAPPCF > 1\n",
-"   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale;\n",
+"   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;\n",
 "   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n",
 "      f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +\n",
 "              (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +\n",
 "      f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));\n",
 "#       endif        \n",
 "#     else\n",
-"      f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n",
+"      f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));\n",
 "#     endif\n",
 "#   else\n",
 "#     ifdef USESHADOWMAPPCF\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",
+"#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)\n",
 "#       endif\n",
-"      vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n",
+"      vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;\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",
 "#       ifdef GL_EXT_gpu_shader4\n",
 "#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n",
 "#       else\n",
-"#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n",
+"#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  \n",
 "#       endif\n",
 "#       if USESHADOWMAPPCF > 1\n",
 "      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n",
-"      center *= ShadowMap_TextureScale;\n",
+"      center *= ShadowMap_TextureScale.xy;\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 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",
+"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, 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",
 "#       endif\n",
 "#      endif\n",
 "#     else\n",
-"      f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n",
+"      f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);\n",
 "#     endif\n",
 "#   endif\n",
 "#  endif\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",
 "#ifdef USENORMALMAPSCROLLBLEND\n",
 "uniform highp vec2 NormalmapScrollBlend;\n",
 "#endif\n",
+"#ifdef USEOCCLUDE\n",
+"uniform occludeQuery {\n",
+"    uint visiblepixels;\n",
+"    uint allpixels;\n",
+"};\n",
+"#endif\n",
 "void main(void)\n",
 "{\n",
 "#ifdef USEOFFSETMAPPING\n",
 "#else\n",
 "      color.rgb = diffusetex * Color_Ambient;\n",
 "#endif\n",
-"      color.rgb *= LightColor;\n",
 "      color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n",
 "#if defined(USESHADOWMAP2D)\n",
 "      color.rgb *= ShadowMapCompare(CubeVector);\n",
 "      #ifdef USEDIFFUSE\n",
 "              myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n",
 "      #endif\n",
-"      #define lightcolor LightColor\n",
+"      #define lightcolor 1\n",
 "#endif // MODE_LIGHTDIRECTION\n",
 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
 "   #define SHADING\n",
 "#ifdef MODE_FAKELIGHT\n",
 "      #define SHADING\n",
 "      myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n",
-"      myhalf3 lightcolor = cast_myhalf3(1.0);\n",
+"      #define lightcolor 1\n",
 "#endif // MODE_FAKELIGHT\n",
 "\n",
 "\n",
 "      ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n",
 "      color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n",
 "#endif\n",
+"#ifdef USEOCCLUDE\n",
+"   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);\n",
+"#endif\n",
 "\n",
 "      dp_FragColor = vec4(color);\n",
 "}\n",