]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - shader_glsl.h
Fix GLSL shader to only specify invariant gl_Position on the vertex shader, not the...
[xonotic/darkplaces.git] / shader_glsl.h
index b0993440bc870434fbfec275eab69ecc4427814c..a69dbbc520163e221eebf409ad95a20900ad3134 100644 (file)
@@ -2,6 +2,25 @@
 "// written by Forest 'LordHavoc' Hale\n",
 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n",
 "\n",
+"#if defined(USESKELETAL) || defined(USEOCCLUDE)\n",
+"#  ifdef GL_ARB_uniform_buffer_object\n",
+"#    extension GL_ARB_uniform_buffer_object : enable\n",
+"#  endif\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 USECELSHADING\n",
 "# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));\n",
 "# ifdef USEEXACTSPECULARMATH\n",
 "# endif\n",
 "#endif\n",
 "\n",
-"#ifdef GLSL130\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",
 "#  define dp_varying out\n",
 "dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n",
 "#ifdef USESKELETAL\n",
 "//uniform mat4 Skeletal_Transform[128];\n",
-"uniform vec4 Skeletal_Transform12[768];\n",
+"// this is used with glBindBufferRange to bind a uniform block to the name\n",
+"// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is\n",
+"// directly accessible without a namespace.\n",
+"// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax\n",
+"uniform Skeletal_Transform12_UniformBlock\n",
+"{\n",
+"      vec4 Skeletal_Transform12[768];\n",
+"};\n",
 "dp_attribute vec4 Attrib_SkeletalIndex;\n",
 "dp_attribute vec4 Attrib_SkeletalWeight;\n",
 "#endif\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",
 "// uniform mediump vec4 UserVec4;\n",
 "// uniform highp float ClientTime;\n",
 "uniform mediump vec2 PixelSize;\n",
+"\n",
+"#ifdef USEFXAA\n",
+"// graphitemaster: based off the white paper by Timothy Lottes\n",
+"// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf\n",
+"vec4 fxaa(vec4 inColor, float maxspan)\n",
+"{\n",
+"      vec4 ret = inColor; // preserve old\n",
+"      float mulreduct = 1.0/maxspan;\n",
+"      float minreduct = (1.0 / 128.0);\n",
+"\n",
+"      // directions\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",
+"      float lNW = dot(NW, luma);\n",
+"      float lNE = dot(NE, luma);\n",
+"      float lSW = dot(SW, luma);\n",
+"      float lSE = dot(SE, luma);\n",
+"      float lM = dot(M, luma);\n",
+"      float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));\n",
+"      float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));\n",
+"\n",
+"      // direction and reciprocal\n",
+"      vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));\n",
+"      float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));\n",
+"\n",
+"      // span\n",
+"      dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;\n",
+"\n",
+"      vec3 rA = (1.0/2.0) * (\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",
+"              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",
+"      ret.a = 1.0;\n",
+"      return ret;\n",
+"}\n",
+"#endif\n",
+"\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",
+"\n",
+"#ifdef USEFXAA\n",
+"      dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span\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",
+"#if defined(USERVEC1) || defined(USERVEC2)\n",
 "      float sobel = 1.0;\n",
 "      // vec2 ts = textureSize(Texture_First, 0);\n",
 "      // vec2 px = vec2(1/ts.x, 1/ts.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",
+"#endif\n",
+"\n",
+"#ifdef USEBLOOM\n",
+"      dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
+"#endif\n",
+"\n",
+"#ifdef USEVIEWTINT\n",
+"      dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n",
+"#endif\n",
 "\n",
 "#ifdef USESATURATION\n",
 "      //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\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",
 "#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",
 "      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",