]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - shader_hlsl.h
avoid bugs introduced by the attempt to skip image processing - a closer
[xonotic/darkplaces.git] / shader_hlsl.h
index 74a02eef4ab69e705b2d8f01956caebdc4010ff8..5e271ce942029f8cc21066878cce4ae298ef54dd 100644 (file)
 "#ifdef FRAGMENT_SHADER\n"
 "\n"
 "#ifdef USEFOG\n"
-"float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\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 * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\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(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\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, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\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_Scale) * float2(-1, 1), -1);\n"
-"      //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
-"      float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\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 *= 0.1;\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
-"      RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
-"      RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
-"      RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
-"      RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\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_Scale) * float2(-1, 1));\n"
-"      //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
-"      float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
-"      OffsetVector *= 0.5;\n"
-"      TexCoord += OffsetVector * (1.0 - tex2D(Texture_Normal, TexCoord).a);\n"
-"      TexCoord += OffsetVector * (1.0 - tex2D(Texture_Normal, TexCoord).a);\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"
 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
 "#endif\n"
 "#ifdef USEOFFSETMAPPING\n"
-"uniform float OffsetMapping_Scale : register(c24),\n"
+"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n"
 "#endif\n"
 "uniform half SpecularPower : register(c36),\n"
 "#ifdef HLSL\n"
 "      float2 TexCoord = TexCoordBoth.xy;\n"
 "#ifdef USEOFFSETMAPPING\n"
 "      // apply offsetmapping\n"
-"      float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
-"#define TexCoord TexCoordOffset\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 (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
+"      if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n"
 "              discard;\n"
 "#endif\n"
 "\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
-"      float alpha = tex2D(Texture_Color, TexCoord).a;\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, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
-"      float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\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 = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
-"      float a = tex2D(Texture_Gloss, TexCoord).a;\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"
 "#endif\n"
 "\n"
 "#ifdef USEOFFSETMAPPING\n"
-"uniform float OffsetMapping_Scale : register(c24),\n"
+"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n"
 "#endif\n"
 "\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
 "#endif\n"
 "#ifdef USEOFFSETMAPPING\n"
 "      // apply offsetmapping\n"
-"      float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
-"#define TexCoord TexCoordOffset\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(tex2D(Texture_Color, TexCoord));\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(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\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.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, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\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(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\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), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
+"      half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), offsetMappedTexture2D(Texture_Gloss), terrainblend));\n"
 "# else\n"
-"      half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
+"      half4 glosstex = half4(offsetMappedTexture2D(Texture_Gloss));\n"
 "# endif\n"
 "#endif\n"
 "\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(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
+"      diffusetex += half3(offsetMappedTexture2D(Texture_ReflectMask).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
 "#endif\n"
 "\n"
 "\n"
 "\n"
 "#ifdef USEGLOW\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
-"      color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
+"      color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, offsetMappedTexture2D(Texture_Glow).rgb, terrainblend)) * Color_Glow;\n"
 "#else\n"
-"      color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
+"      color.rgb += half3(offsetMappedTexture2D(Texture_Glow).rgb) * Color_Glow;\n"
 "#endif\n"
 "#endif\n"
 "\n"
 "#ifdef USEFOG\n"
-"      color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\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(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\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(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.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"