"#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"
+"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n"
"#define USELIGHTMAP\n"
"#endif\n"
"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
"#endif\n"
"#endif\n"
"\n"
+"#ifdef VERTEX_SHADER\n"
+"#ifdef USETRIPPY\n"
+"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n"
+"// tweaked scale\n"
+"float4 TrippyVertex(float4 position)\n"
+"(\n"
+"uniform float ClientTime : register(c2)\n"
+")\n"
+"{\n"
+" float worldTime = ClientTime;\n"
+" // tweaked for Quake\n"
+" worldTime *= 10.0;\n"
+" position *= 0.125;\n"
+" //~tweaked for Quake\n"
+" float distanceSquared = (position.x * position.x + position.z * position.z);\n"
+" position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n"
+" float y = position.y;\n"
+" float x = position.x;\n"
+" float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n"
+" position.y = x*sin(om)+y*cos(om);\n"
+" position.x = x*cos(om)-y*sin(om);\n"
+" return position;\n"
+"}\n"
+"#endif\n"
+"#endif\n"
+"\n"
"#ifdef MODE_DEPTH_OR_SHADOW\n"
"#ifdef VERTEX_SHADER\n"
"void main\n"
")\n"
"{\n"
" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
" Depth = gl_Position.z;\n"
"}\n"
"#endif\n"
")\n"
"{\n"
" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
" gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
"}\n"
"#endif\n"
" TexCoord2 = gl_MultiTexCoord1.xy;\n"
"#endif\n"
" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif\n"
"\n"
"#ifdef USESPECULAR\n"
"uniform sampler Texture_Second : register(s1),\n"
"#endif\n"
+"#ifdef USEGAMMARAMPS\n"
+"uniform sampler Texture_GammaRamps : register(s2),\n"
+"#endif\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"{\n"
" gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
"# endif\n"
"#endif\n"
+"#ifdef USEGAMMARAMPS\n"
+" dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
+" dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
+" dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
+"#endif\n"
"}\n"
"#endif\n"
"#else // !MODE_GENERIC\n"
" TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
" ModelViewProjectionPosition = gl_Position;\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif\n"
"\n"
" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
" ModelViewProjectionPosition = gl_Position;\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif\n"
"\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"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
" VectorR.w = gl_Position.z;\n"
"}\n"
"#endif // VERTEX_SHADER\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
+"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
"float4 gl_Color : COLOR0,\n"
"#endif\n"
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
"#ifdef USEREFLECTION\n"
" ModelViewProjectionPosition = gl_Position;\n"
"#endif\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif // VERTEX_SHADER\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"
+" #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"
+" #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"
" lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
-"#define SHADING\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"
+"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"\r
+" #define SHADING\n"\r
+" // forced deluxemap on lightmapped/vertexlit surfaces\n"\r
+" half3 lightnormal = half3(0.0, 0.0, 1.0);\n"\r
+" #ifdef USELIGHTMAP\n"\r
+" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"\r
+" #else\n"\r
+" half3 lightcolor = half3(gl_FrontColor.rgb);\n"\r
+" #endif\n"\r
+"#endif\n"
"#ifdef MODE_FAKELIGHT\n"
-"#define SHADING\n"
-"half3 lightnormal = half3(normalize(EyeVector));\n"
-"half3 lightcolor = half3(1.0,1.0,1.0);\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"