]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - shader_hlsl.h
Fix compile of vid_glx.c after the update on hwgamma.
[xonotic/darkplaces.git] / shader_hlsl.h
index 3e6324d6b5039e2ad74812861b2d164e95d25dac..9b3f04c3faa71d9e5e0a4a3192c7d5e04904144c 100644 (file)
 "#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",
+"float4 TrippyVertex\n",
 "(\n",
-"uniform float ClientTime : register(c2)\n",
+"float4 position,\n",
+"float ClientTime\n",
 ")\n",
 "{\n",
 "      float worldTime = ClientTime;\n",
 "(\n",
 "float4 gl_Vertex : POSITION,\n",
 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"uniform float ClientTime : register(c2),\n",
 "out float4 gl_Position : POSITION,\n",
 "out float Depth : TEXCOORD0\n",
 ")\n",
 "{\n",
 "      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
 "#ifdef USETRIPPY\n",
-"      gl_Position = TrippyVertex(gl_Position);\n",
+"      gl_Position = TrippyVertex(gl_Position, ClientTime);\n",
 "#endif\n",
 "      Depth = gl_Position.z;\n",
 "}\n",
 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n",
 "out float4 gl_Position : POSITION,\n",
-"out float2 TexCoord1 : TEXCOORD0,\n",
-"out float2 TexCoord2 : TEXCOORD1\n",
+"out float2 TexCoord1 : TEXCOORD0\n",
+"#ifdef USEBLOOM\n",
+", out float2 TexCoord2 : TEXCOORD1\n",
+"#endif\n",
 ")\n",
 "{\n",
 "      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
 "#endif\n",
 "\n",
 "#ifdef FRAGMENT_SHADER\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",
+"float4 fxaa\n",
+"(\n",
+"      float4 inColor,\n",
+"      float maxspan,\n",
+"      float2 TexCoord1,\n",
+"      uniform sampler Texture_First,\n",
+"      uniform float2 PixelSize\n",
+")\n",
+"{\n",
+"      float4 ret = inColor; // preserve old\n",
+"      float mulreduct = 1.0/maxspan;\n",
+"      float minreduct = (1.0 / 128.0);\n",
+"\n",
+"      float3 NW = tex2D(Texture_First, TexCoord1 + (float2(-1.0, -1.0) * PixelSize)).xyz;\n",
+"      float3 NE = tex2D(Texture_First, TexCoord1 + (float2(+1.0, -1.0) * PixelSize)).xyz;\n",
+"      float3 SW = tex2D(Texture_First, TexCoord1 + (float2(-1.0, +1.0) * PixelSize)).xyz;\n",
+"      float3 SE = tex2D(Texture_First, TexCoord1 + (float2(+1.0, +1.0) * PixelSize)).xyz;\n",
+"      float3 M = tex2D(Texture_First, TexCoord1).xyz;\n",
+"\n",
+"      // luminance directions\n",
+"      float3 luma = float3(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",
+"      float2 dir = float2(-((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(float2(maxspan, maxspan), max(float2(-maxspan, -maxspan), dir * rcp)) * PixelSize;\n",
+"\n",
+"      float3 rA = (1.0/2.0) * (\n",
+"              tex2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +\n",
+"              tex2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);\n",
+"      float3 rB = rA * (1.0/2.0) + (1.0/4.0) * (\n",
+"              tex2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +\n",
+"              tex2D(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\n",
 "(\n",
 "float2 TexCoord1 : TEXCOORD0,\n",
+"#ifdef USEBLOOM\n",
 "float2 TexCoord2 : TEXCOORD1,\n",
+"#endif\n",
 "uniform sampler Texture_First : register(s0),\n",
 "#ifdef USEBLOOM\n",
 "uniform sampler Texture_Second : register(s1),\n",
 ")\n",
 "{\n",
 "      dp_FragColor = tex2D(Texture_First, TexCoord1);\n",
-"#ifdef USEBLOOM\n",
-"      dp_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
-"#endif\n",
-"#ifdef USEVIEWTINT\n",
-"      dp_FragColor = lerp(dp_FragColor, ViewTintColor, ViewTintColor.a);\n",
+"\n",
+"#ifdef USEFXAA\n",
+"      dp_FragColor = fxaa(dp_FragColor, 8.0, TexCoord1, Texture_First, PixelSize); // 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",
 "      // float2 ts = textureSize(Texture_First, 0);\n",
 "      // float2 px = float2(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) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n",
 "#endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEBLOOM\n",
+"      dp_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
+"#endif\n",
+"\n",
+"#ifdef USEVIEWTINT\n",
+"      dp_FragColor = lerp(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",
 "float4 gl_Color : COLOR0,\n",
 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n",
+"uniform float ClientTime : register(c2),\n",
 "out float4 gl_Position : POSITION,\n",
 "#ifdef USEDIFFUSE\n",
 "out float2 TexCoord1 : TEXCOORD0,\n",
 "#endif\n",
 "      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
 "#ifdef USETRIPPY\n",
-"      gl_Position = TrippyVertex(gl_Position);\n",
+"      gl_Position = TrippyVertex(gl_Position, ClientTime);\n",
 "#endif\n",
 "}\n",
 "#endif\n",
 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
 "uniform float4x4 TexMatrix : register(c0),\n",
 "uniform float3 EyePosition : register(c24),\n",
+"uniform float ClientTime : register(c2),\n",
 "#ifdef USEALPHAGENVERTEX\n",
 "out float4 gl_FrontColor : COLOR,\n",
 "#endif\n",
 "      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
 "      ModelViewProjectionPosition = gl_Position;\n",
 "#ifdef USETRIPPY\n",
-"      gl_Position = TrippyVertex(gl_Position);\n",
+"      gl_Position = TrippyVertex(gl_Position, ClientTime);\n",
 "#endif\n",
 "}\n",
 "#endif\n",
 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n",
 "uniform float4x4 TexMatrix : register(c0),\n",
 "uniform float3 EyePosition : register(c24),\n",
+"uniform float ClientTime : register(c2),\n",
 "#ifdef USEALPHAGENVERTEX\n",
 "out float4 gl_FrontColor : COLOR,\n",
 "#endif\n",
 "      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
 "      ModelViewProjectionPosition = gl_Position;\n",
 "#ifdef USETRIPPY\n",
-"      gl_Position = TrippyVertex(gl_Position);\n",
+"      gl_Position = TrippyVertex(gl_Position, ClientTime);\n",
 "#endif\n",
 "}\n",
 "#endif\n",
 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n",
 "#if defined(USESHADOWMAP2D)\n",
 "# ifdef USESHADOWMAPORTHO\n",
-"#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n",
+"#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (max(float3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))\n",
 "# else\n",
 "#  ifdef USESHADOWMAPVSDCT\n",
 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n",
 "\n",
 "# ifdef USESHADOWMAP2D\n",
 "#ifdef USESHADOWMAPVSDCT\n",
-"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n",
+"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float4 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n",
 "#else\n",
-"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n",
+"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float4 ShadowMap_TextureScale)\n",
 "#endif\n",
 "{\n",
 "#ifdef USESHADOWMAPVSDCT\n",
-"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n",
+"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection) + float3(ShadowMap_TextureScale.zw, 0.0f);\n",
 "#else\n",
-"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n",
+"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters) + float3(ShadowMap_TextureScale.zw, 0.0f);\n",
 "#endif\n",
 "      float f;\n",
 "\n",
 "#  ifdef USESHADOWSAMPLER\n",
 "#    ifdef USESHADOWMAPPCF\n",
-"#      define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r  \n",
-"      float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n",
+"#      define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale.xy, shadowmaptc.z, 1.0)).r  \n",
+"      float2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy;\n",
 "      f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n",
 "#    else\n",
-"      f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n",
+"      f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z, 1.0)).r;\n",
 "#    endif\n",
 "#  else\n",
 "#    ifdef USESHADOWMAPPCF\n",
 "#      ifdef GL_ARB_texture_gather\n",
 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n",
 "#      else\n",
-"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n",
+"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale.xy)\n",
 "#      endif\n",
-"      float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n",
+"      float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;\n",
 "#      if USESHADOWMAPPCF > 1\n",
 "      float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n",
 "      float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n",
 "#      ifdef GL_EXT_gpu_shader4\n",
 "#        define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n",
 "#      else\n",
-"#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r  \n",
+"#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale.xy).r  \n",
 "#      endif\n",
 "#      if USESHADOWMAPPCF > 1\n",
 "      float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n",
-"      center *= ShadowMap_TextureScale;\n",
+"      center *= ShadowMap_TextureScale.xy;\n",
 "      float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n",
 "      float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n",
 "      float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n",
 "      float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n",
 "      f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n",
 "#      else\n",
-"      float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n",
+"      float2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = frac(shadowmaptc.xy);\n",
 "      float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n",
 "      float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n",
 "      float3 row3 = step(shadowmaptc.z, float3(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, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n",
+"      f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);\n",
 "#    endif\n",
 "#  endif\n",
 "#  ifdef USESHADOWMAPORTHO\n",
 "#ifdef USEOFFSETMAPPING\n",
 "uniform float3 EyePosition : register(c24),\n",
 "#endif\n",
+"uniform float ClientTime : register(c2),\n",
 "out float4 gl_Position : POSITION,\n",
 "#ifdef USEVERTEXTEXTUREBLEND\n",
 "out float4 gl_FrontColor : COLOR,\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",
+"      gl_Position = TrippyVertex(gl_Position, ClientTime);\n",
 "#endif\n",
 "      VectorR.w = mul(ModelViewMatrix, gl_Vertex).z;\n",
 "}\n",
 "#endif\n",
 "\n",
 "#if defined(USESHADOWMAP2D)\n",
-"uniform float2 ShadowMap_TextureScale : register(c35),\n",
+"uniform float4 ShadowMap_TextureScale : register(c35),\n",
 "uniform float4 ShadowMap_Parameters : register(c34),\n",
 "#endif\n",
 "\n",
 "#ifdef USESHADOWMAPORTHO\n",
 "uniform float4x4 ShadowMapMatrix : register(c16),\n",
 "#endif\n",
+"uniform float ClientTime : register(c2),\n",
 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n",
 "out float4 gl_FrontColor : COLOR,\n",
 "#endif\n",
 "      ModelViewProjectionPosition = gl_Position;\n",
 "#endif\n",
 "#ifdef USETRIPPY\n",
-"      gl_Position = TrippyVertex(gl_Position);\n",
+"      gl_Position = TrippyVertex(gl_Position, ClientTime);\n",
 "#endif\n",
 "}\n",
 "#endif // VERTEX_SHADER\n",
 "#endif\n",
 "\n",
 "#if defined(USESHADOWMAP2D)\n",
-"uniform float2 ShadowMap_TextureScale : register(c35),\n",
+"uniform float4 ShadowMap_TextureScale : register(c35),\n",
 "uniform float4 ShadowMap_Parameters : register(c34),\n",
 "#endif\n",
 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n",
 "//    float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n",
 "#endif\n",
 "//    color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n",
-"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n",
-"//    color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n",
-"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n",
+"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy).rgb);\n",
+"//    color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale.xy,1.0));\n",
+"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy));\n",
 "//    color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n",
-"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n",
-"//    color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n",
-"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n",
-"//    color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n",
+"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy).rgb);\n",
+"//    color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale.xy,1.0));\n",
+"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy));\n",
+"//    color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy));\n",
 "//    color.r = half(shadowmaptc.z);\n",
-"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n",
+"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy));\n",
 "//    color.r = half(shadowmaptc.z);\n",
 "//    color.r = 1;\n",
 "//    color.rgb = abs(CubeVector);\n",