]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - shader_glsl.h
reworked PRVM_EDICTFIELD* and PRVM_GLOBALFIELD* usage to have more
[xonotic/darkplaces.git] / shader_glsl.h
index f5c440214a1c30c14ff89b0fbc232f3c5949238b..e924413d44604052812c7ffe4b3fc1a55fbcbdb7 100644 (file)
@@ -2,14 +2,8 @@
 "// written by Forest 'LordHavoc' Hale\n"
 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
 "\n"
-"// GL ES shaders use precision modifiers, standard GL does not\n"
-"#ifndef GL_ES\n"
-"#define lowp\n"
-"#define mediump\n"
-"#define highp\n"
-"#endif\n"
-"\n"
-"#if __VERSION__ >= 130\n"
+"#ifdef GLSL130\n"
+"precision highp float;\n"
 "# ifdef VERTEX_SHADER\n"
 "#  define dp_varying out\n"
 "#  define dp_attribute in\n"
 "#  define dp_attribute in\n"
 "# endif\n"
 "# define dp_offsetmapping_dFdx dFdx\n"
-"# define dp_offsetmapping_dFdy 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) 0\n"
-"# define dp_offsetmapping_dFdy(a) 0\n"
-"# define dp_textureGrad(a,b,c,d) dp_texture2D(a,b)\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"
 "#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"
 "      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"
-"      vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.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"
 "dp_varying highp vec4 EyeVectorFogDepth;\n"
 "#endif\n"
 "\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\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"
 "#endif\n"
 "\n"
 "#ifdef USEOFFSETMAPPING\n"
-"uniform mediump vec3 OffsetMapping_ScaleSteps;\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"
 "      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"
-"      RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z)          - 0.5);\n"
-"      RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.5    - 0.25);\n"
-"      RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.25   - 0.125);\n"
-"      RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.125  - 0.0625);\n"
-"      RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.0625 - 0.03125);\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"
 "\n"
 "#  ifdef USESHADOWSAMPLER\n"
 "#    ifdef USESHADOWMAPPCF\n"
-"#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \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 = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
+"      f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n"
 "#    endif\n"
 "#  else\n"
 "#    ifdef USESHADOWMAPPCF\n"
 "uniform highp mat4 ModelViewMatrix;\n"
 "void main(void)\n"
 "{\n"
-"      TexCoordSurfaceLightmap.xy = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\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"
 "      EyeVectorFogDepth.w = 0.0;\n"
 "#endif\n"
 "\n"
-"      VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)).xyz;\n"
-"      VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)).xyz;\n"
-"      VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)).xyz;\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"
 "      float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
 "#endif\n"
 "\n"
-"      dp_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\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"
 "      fade *= ShadowMapCompare(CubeVector);\n"
 "#endif\n"
 "\n"
-"#ifdef USEDIFFUSE\n"
-"      gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
-"#else\n"
-"      gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
-"#endif\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"
-"#else\n"
-"      gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
-"#endif\n"
-"\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"
 "#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"
 "#endif\n"
 "\n"
 "\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\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"
 "# endif\n"
 "#endif\n"
 "\n"
-"      // transform vertex to camera space, using ftransform to match non-VS rendering\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"
 "#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"
 "      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"
 "      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"
 "#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"
 "      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"
-"      vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.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"