]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - shader_hlsl.h
r_glsl_deluxemapping 2 support for vertexlit surfaces, deluxemap forced surfaces...
[xonotic/darkplaces.git] / shader_hlsl.h
index f1e8ff27449097bf5925d6c80ec5b16d4b979ee9..96566f2cee21d51e0f938dec1ace9a1e48ddd8d3 100644 (file)
@@ -10,7 +10,7 @@
 "#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"
@@ -38,6 +64,9 @@
 ")\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"
 "#endif\n"
 "\n"
 "#ifdef USEOFFSETMAPPING\n"
-"float2 OffsetMapping(float2 TexCoord, float3 OffsetMapping_ScaleSteps, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\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"
 "      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"
-"      RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z)          - 0.5);\n"
-"      RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.5    - 0.25);\n"
-"      RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.25   - 0.125);\n"
-"      RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.125  - 0.0625);\n"
-"      RT += OffsetVector * (step(tex2Dgrad(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(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"
 "      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"
 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
 "#endif\n"
 "#ifdef USEOFFSETMAPPING\n"
-"uniform float3 OffsetMapping_ScaleSteps : register(c24),\n"
+"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n"
 "#endif\n"
 "uniform half SpecularPower : register(c36),\n"
 "#ifdef HLSL\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"
 "#endif\n"
 "\n"
 "#ifdef USEOFFSETMAPPING\n"
-"uniform float3 OffsetMapping_ScaleSteps : register(c24),\n"
+"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n"
 "#endif\n"
 "\n"
 "#ifdef USEDEFERREDLIGHTMAP\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"