X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=shader_glsl.h;h=c7b5ebffb698690a7b9952f862f3c9fbf7c009c2;hp=f5fc5510452f876e904b37f09b9925595211babd;hb=ce130c7da8ce2c1cdf5e19d1823276c5ca5e83b5;hpb=3bbaf6508a069bd985a3c7c821d9956f6f2e6ae7 diff --git a/shader_glsl.h b/shader_glsl.h index f5fc5510..c7b5ebff 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -2,17 +2,8 @@ "// written by Forest 'LordHavoc' Hale\n" "// shadowmapping enhancements by Lee 'eihrul' Salzman\n" "\n" -"// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n" -"#ifndef GL_ES\n" -"#ifndef GLSL130\n" -"#define lowp\n" -"#define mediump\n" -"#define highp\n" -"#endif\n" -"#endif\n" -"\n" "#ifdef GLSL130\n" -"precision mediump float;\n" +"precision highp float;\n" "# ifdef VERTEX_SHADER\n" "# define dp_varying out\n" "# define dp_attribute in\n" @@ -25,10 +16,11 @@ "# define dp_offsetmapping_dFdx dFdx\n" "# define dp_offsetmapping_dFdy dFdy\n" "# define dp_textureGrad textureGrad\n" +"# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))\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" +"# define dp_shadow2D(a,b) float(texture(a,b))\n" "#else\n" "# ifdef FRAGMENT_SHADER\n" "# define dp_FragColor gl_FragColor\n" @@ -38,12 +30,27 @@ "# 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_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))\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 USEDEPTHRGB\n" +" // for 565 RGB we'd need to use different multipliers\n" +"#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))\n" +"#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))\n" +"#endif\n" +"\n" "#ifdef VERTEX_SHADER\n" "dp_attribute vec4 Attrib_Position; // vertex\n" "dp_attribute vec4 Attrib_Color; // color\n" @@ -58,7 +65,7 @@ "#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) || defined(USEFOG)\n" @@ -87,22 +94,70 @@ "//# define myhalf2 half2\n" "//# define myhalf3 half3\n" "//# define myhalf4 half4\n" +"//# define cast_myhalf half\n" +"//# define cast_myhalf2 half2\n" +"//# define cast_myhalf3 half3\n" +"//# define cast_myhalf4 half4\n" "//#else\n" "# define myhalf mediump float\n" "# define myhalf2 mediump vec2\n" "# define myhalf3 mediump vec3\n" "# define myhalf4 mediump vec4\n" +"# define cast_myhalf float\n" +"# define cast_myhalf2 vec2\n" +"# define cast_myhalf3 vec3\n" +"# define cast_myhalf4 vec4\n" "//#endif\n" "\n" "#ifdef VERTEX_SHADER\n" "uniform highp mat4 ModelViewProjectionMatrix;\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" +"uniform highp float ClientTime;\n" +"vec4 TrippyVertex(vec4 position)\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" +"dp_varying highp float Depth;\n" "#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" +" Depth = gl_Position.z;\n" +"}\n" +"#endif\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"void main(void)\n" +"{\n" +"#ifdef USEDEPTHRGB\n" +" dp_FragColor = encodedepthmacro(Depth);\n" +"#else\n" +" dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n" +"#endif\n" "}\n" "#endif\n" "#else // !MODE_DEPTH_ORSHADOW\n" @@ -116,6 +171,9 @@ "{\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" " VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif\n" "\n" @@ -263,6 +321,9 @@ " TexCoord2 = Attrib_TexCoord1.xy;\n" "#endif\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif\n" "\n" @@ -273,6 +334,9 @@ "#ifdef USESPECULAR\n" "uniform sampler2D Texture_Second;\n" "#endif\n" +"#ifdef USEGAMMARAMPS\n" +"uniform sampler2D Texture_GammaRamps;\n" +"#endif\n" "\n" "void main(void)\n" "{\n" @@ -282,7 +346,12 @@ " dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n" "#endif\n" "#ifdef USEDIFFUSE\n" +"# ifdef USEREFLECTCUBE\n" +" // suppress texture alpha\n" +" dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;\n" +"# else\n" " dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n" +"# endif\n" "#endif\n" "\n" "#ifdef USESPECULAR\n" @@ -297,6 +366,11 @@ " dp_FragColor = mix(dp_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" @@ -342,9 +416,15 @@ "\n" "void main(void)\n" "{\n" +"#ifdef USEALPHAGENVERTEX\n" +" VertexColor = Attrib_Color;\n" +"#endif\n" " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" " ModelViewProjectionPosition = gl_Position;\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif\n" "\n" @@ -367,12 +447,19 @@ " 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" +"#ifdef USEALPHAGENVERTEX\n" +" vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;\n" +" vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n" +"#else\n" +" vec2 distort = DistortScaleRefractReflect.xy;\n" +" vec4 refractcolor = RefractColor;\n" +"#endif\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" +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;\n" " #else\n" -" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n" +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;\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" @@ -384,7 +471,7 @@ " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" -" dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n" +" dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;\n" "}\n" "#endif\n" "#else // !MODE_REFRACTION\n" @@ -402,6 +489,9 @@ "\n" "void main(void)\n" "{\n" +"#ifdef USEALPHAGENVERTEX\n" +" VertexColor = Attrib_Color;\n" +"#endif\n" " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n" " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n" " EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n" @@ -409,6 +499,9 @@ " EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" " ModelViewProjectionPosition = gl_Position;\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif\n" "\n" @@ -436,12 +529,23 @@ " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n" " // slight water animation via 2 layer scrolling (todo: tweak)\n" +"#ifdef USEALPHAGENVERTEX\n" +" vec4 distort = DistortScaleRefractReflect * VertexColor.a;\n" +" float reflectoffset = ReflectOffset * VertexColor.a;\n" +" float reflectfactor = ReflectFactor * VertexColor.a;\n" +" vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n" +"#else\n" +" vec4 distort = DistortScaleRefractReflect;\n" +" float reflectoffset = ReflectOffset;\n" +" float reflectfactor = ReflectFactor;\n" +" vec4 refractcolor = RefractColor;\n" +"#endif\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" -" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n" +" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;\n" " #else\n" -" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n" +" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;\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" @@ -458,8 +562,8 @@ " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n" " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n" " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n" -" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n" -" dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n" +" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;\n" +" dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n" "}\n" "#endif\n" "#else // !MODE_WATER\n" @@ -521,6 +625,10 @@ "dp_varying highp vec3 BounceGridTexCoord;\n" "#endif\n" "\n" +"#ifdef MODE_DEFERREDGEOMETRY\n" +"dp_varying highp float Depth;\n" +"#endif\n" +"\n" "\n" "\n" "\n" @@ -566,7 +674,6 @@ "#endif\n" "\n" "#ifdef MODE_DEFERREDLIGHTSOURCE\n" -"uniform sampler2D Texture_ScreenDepth;\n" "uniform sampler2D Texture_ScreenNormalMap;\n" "#endif\n" "#ifdef USEDEFERREDLIGHTMAP\n" @@ -584,7 +691,7 @@ "uniform highp float FogHeightFade;\n" "vec3 FogVertex(vec4 surfacecolor)\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" " vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n" "#endif\n" " float FogPlaneVertexDist = EyeVectorFogDepth.w;\n" @@ -596,47 +703,67 @@ "#ifdef USEFOGHEIGHTTEXTURE\n" " vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n" " fogfrac = fogheightpixel.a;\n" -" return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n" +" return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(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 mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n" +" return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n" "#endif\n" "}\n" "#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" "uniform mediump vec4 OffsetMapping_ScaleSteps;\n" +"uniform mediump float OffsetMapping_Bias;\n" +"#ifdef USEOFFSETMAPPING_LOD\n" +"uniform mediump float OffsetMapping_LodDistance;\n" +"#endif\n" "vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n" "{\n" " float i;\n" +" // distance-based LOD\n" +"#ifdef USEOFFSETMAPPING_LOD\n" +" //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n" +" //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n" +" mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n" +"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" +" // stupid workaround because 1-step and 2-step reliefmapping is void\n" +" mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n" +"#else\n" +" mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n" +"#endif\n" +" mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n" +" mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n" +"#else\n" +" #define ScaleSteps OffsetMapping_ScaleSteps\n" +"#endif\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" " // amounts to find the impact\n" -" //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_ScaleSteps.x) * vec2(-1, 1), -1);\n" -" //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * OffsetMapping_ScaleSteps.x * vec2(-1, 1), -1);\n" -" vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_ScaleSteps.x * vec2(-1, 1), -1);\n" -" vec3 RT = vec3(TexCoord, 1);\n" -" OffsetVector *= OffsetMapping_ScaleSteps.z;\n" -" for(i = 1.0; i < OffsetMapping_ScaleSteps.y; ++i)\n" +" //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n" +" //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n" +" vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n" +" vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n" +" OffsetVector *= ScaleSteps.z;\n" +" for(i = 1.0; i < ScaleSteps.y; ++i)\n" " RT += OffsetVector * step(dp_textureGrad(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" +" for(i = 0.0, f = 1.0; i < 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" -" //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_ScaleSteps.x) * vec2(-1, 1));\n" -" //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * OffsetMapping_ScaleSteps.x * vec2(-1, 1));\n" -" vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_ScaleSteps.x * vec2(-1, 1));\n" -" OffsetVector *= OffsetMapping_ScaleSteps.z;\n" -" for(i = 0.0; i < OffsetMapping_ScaleSteps.y; ++i)\n" -" TexCoord += OffsetVector * (1.0 - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" +" //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n" +" //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n" +" vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n" +" OffsetVector *= ScaleSteps.z;\n" +" for(i = 0.0; i < ScaleSteps.y; ++i)\n" +" TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" " return TexCoord;\n" "#endif\n" "}\n" @@ -674,20 +801,28 @@ "vec3 GetShadowMapTC2D(vec3 dir)\n" "{\n" " vec3 adir = abs(dir);\n" -" vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n" +" float m = max(max(adir.x, adir.y), adir.z);\n" " vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n" -" return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n" +"#ifdef USEDEPTHRGB\n" +" return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n" +"#else\n" +" vec2 mparams = ShadowMap_Parameters.xy / m;\n" +" return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n" +"#endif\n" "}\n" "# else\n" "vec3 GetShadowMapTC2D(vec3 dir)\n" "{\n" " vec3 adir = abs(dir);\n" -" float ma = adir.z;\n" -" vec4 proj = vec4(dir, 2.5);\n" -" if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n" -" if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n" -" vec2 aparams = ShadowMap_Parameters.xy / ma;\n" -" return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n" +" float m; vec4 proj;\n" +" if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }\n" +" if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }\n" +"#ifdef USEDEPTHRGB\n" +" return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n" +"#else\n" +" vec2 mparams = ShadowMap_Parameters.xy / m;\n" +" return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n" +"#endif\n" "}\n" "# endif\n" "# endif\n" @@ -699,24 +834,48 @@ " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n" " float f;\n" "\n" -"# ifdef USESHADOWSAMPLER\n" -"# ifdef USESHADOWMAPPCF\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" +"# ifdef USEDEPTHRGB\n" +"# ifdef USESHADOWMAPPCF\n" +"# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale))\n" +"# if USESHADOWMAPPCF > 1\n" +" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n" +" center *= ShadowMap_TextureScale;\n" +" vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n" +" vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n" +" vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n" +" vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n" +" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n" +" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n" "# else\n" -" f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n" +" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n" +" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n" +" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n" +" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n" +" vec3 cols = row2 + mix(row1, row3, offset.y);\n" +" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n" "# endif\n" +"# else\n" +" f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale)));\n" +"# endif\n" "# else\n" -"# ifdef USESHADOWMAPPCF\n" -"# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n" -"# ifdef GL_ARB_texture_gather\n" -"# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n" -"# else\n" -"# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n" -"# endif\n" +"# ifdef USESHADOWSAMPLER\n" +"# ifdef USESHADOWMAPPCF\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 = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n" +"# endif\n" +"# else\n" +"# ifdef USESHADOWMAPPCF\n" +"# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n" +"# ifdef GL_ARB_texture_gather\n" +"# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n" +"# else\n" +"# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n" +"# endif\n" " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n" -"# if USESHADOWMAPPCF > 1\n" +"# if USESHADOWMAPPCF > 1\n" " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n" " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n" " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n" @@ -744,14 +903,14 @@ " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n" " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n" " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n" -"# endif\n" -"# else\n" -"# ifdef GL_EXT_gpu_shader4\n" -"# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n" +"# endif\n" "# else\n" -"# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n" -"# endif\n" -"# if USESHADOWMAPPCF > 1\n" +"# ifdef GL_EXT_gpu_shader4\n" +"# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n" +"# else\n" +"# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n" +"# endif\n" +"# if USESHADOWMAPPCF > 1\n" " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n" " center *= ShadowMap_TextureScale;\n" " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n" @@ -760,18 +919,19 @@ " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n" " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n" " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n" -"# else\n" +"# else\n" " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n" " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n" " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n" " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n" " vec3 cols = row2 + mix(row1, row3, offset.y);\n" " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n" +"# endif\n" "# endif\n" -"# endif\n" -"# else\n" +"# else\n" " f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n" -"# endif\n" +"# endif\n" +"# endif\n" "# endif\n" "# ifdef USESHADOWMAPORTHO\n" " return mix(ShadowMap_Parameters.w, 1.0, f);\n" @@ -814,6 +974,10 @@ " VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n" " VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" +" Depth = (ModelViewMatrix * Attrib_Position).z;\n" "}\n" "#endif // VERTEX_SHADER\n" "\n" @@ -850,7 +1014,8 @@ " float a = offsetMappedTexture2D(Texture_Gloss).a;\n" "#endif\n" "\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" +" vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n" +" dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);\n" "}\n" "#endif // FRAGMENT_SHADER\n" "#else // !MODE_DEFERREDGEOMETRY\n" @@ -884,30 +1049,37 @@ " // calculate viewspace pixel position\n" " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n" " vec3 position;\n" -" position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n" -" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n" -" // decode viewspace pixel normal\n" +" // get the geometry information (depth, normal, specular exponent)\n" " myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n" -" myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n" +" // decode viewspace pixel normal\n" +"// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n" +" myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n" +" // decode viewspace pixel position\n" +"// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n" +" position.z = normalmap.b;\n" +"// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n" +" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n" +"\n" +" // now do the actual shading\n" " // surfacenormal = pixel normal in viewspace\n" " // LightVector = pixel to light in viewspace\n" -" // CubeVector = position in lightspace\n" +" // CubeVector = pixel in lightspace\n" " // eyevector = pixel to view in viewspace\n" " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n" -" myhalf fade = myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" +" myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" "#ifdef USEDIFFUSE\n" " // calculate diffuse shading\n" -" myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n" -" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" +" myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));\n" +" myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" "#endif\n" "#ifdef USESPECULAR\n" " // calculate directional shading\n" " vec3 eyevector = position * -1.0;\n" "# ifdef USEEXACTSPECULARMATH\n" -" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n" +" myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 1.0 + SpecularPower * normalmap.a);\n" "# else\n" -" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n" -" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n" +" myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(eyevector)));\n" +" myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * normalmap.a);\n" "# endif\n" "#endif\n" "\n" @@ -934,7 +1106,6 @@ " gl_FragColor.rgb *= cubecolor;\n" "# endif\n" "#endif\n" -" \n" "}\n" "#endif // FRAGMENT_SHADER\n" "#else // !MODE_DEFERREDLIGHTSOURCE\n" @@ -958,7 +1129,7 @@ "#endif\n" "void main(void)\n" "{\n" -"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n" +"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n" " VertexColor = Attrib_Color;\n" "#endif\n" " // copy the surface texcoord\n" @@ -1040,6 +1211,9 @@ "#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" @@ -1101,44 +1275,47 @@ "#endif\n" "\n" " // combine the diffuse textures (base, pants, shirt)\n" -" myhalf4 color = myhalf4(offsetMappedTexture2D(Texture_Color));\n" +" myhalf4 color = cast_myhalf4(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 += myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n" +" color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_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" +" myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n" +" myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_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" +" myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));\n" +" //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));\n" +" //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;\n" +" color.rgb = mix(cast_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" +" //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);\n" +"#endif\n" +"#ifdef USEALPHAGENVERTEX\n" +" color.a *= VertexColor.a;\n" "#endif\n" "\n" " // get the surface normal\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -" myhalf3 surfacenormal = normalize(mix(myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n" +" myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));\n" "#else\n" -" myhalf3 surfacenormal = normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5, 0.5, 0.5));\n" +" myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));\n" "#endif\n" "\n" " // get the material colors\n" " myhalf3 diffusetex = color.rgb;\n" "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" "# ifdef USEVERTEXTEXTUREBLEND\n" -" myhalf4 glosstex = mix(myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n" +" myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n" "# else\n" -" myhalf4 glosstex = myhalf4(offsetMappedTexture2D(Texture_Gloss));\n" +" myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));\n" "# endif\n" "#endif\n" "\n" @@ -1146,7 +1323,7 @@ " vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n" " vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n" " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n" -" diffusetex += myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n" +" diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n" "#endif\n" "\n" "\n" @@ -1155,15 +1332,15 @@ "#ifdef MODE_LIGHTSOURCE\n" " // light source\n" "#ifdef USEDIFFUSE\n" -" myhalf3 lightnormal = myhalf3(normalize(LightVector));\n" -" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" +" myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n" +" myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n" "#ifdef USESPECULAR\n" "#ifdef USEEXACTSPECULARMATH\n" -" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n" +" myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a);\n" "#else\n" -" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVectorFogDepth.xyz)));\n" -" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n" +" myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n" +" myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a);\n" "#endif\n" " color.rgb += glosstex.rgb * (specular * Color_Specular);\n" "#endif\n" @@ -1171,12 +1348,12 @@ " color.rgb = diffusetex * Color_Ambient;\n" "#endif\n" " color.rgb *= LightColor;\n" -" color.rgb *= myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" +" color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" "#if defined(USESHADOWMAP2D)\n" " color.rgb *= ShadowMapCompare(CubeVector);\n" "#endif\n" "# ifdef USECUBEFILTER\n" -" color.rgb *= myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n" +" color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n" "# endif\n" "#endif // MODE_LIGHTSOURCE\n" "\n" @@ -1184,22 +1361,22 @@ "\n" "\n" "#ifdef MODE_LIGHTDIRECTION\n" -"#define SHADING\n" -"#ifdef USEDIFFUSE\n" -" myhalf3 lightnormal = myhalf3(normalize(LightVector));\n" -"#endif\n" -"#define lightcolor LightColor\n" +" #define SHADING\n" +" #ifdef USEDIFFUSE\n" +" myhalf3 lightnormal = cast_myhalf3(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" -" myhalf3 lightnormal_modelspace = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" -" myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" +" myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n" +" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" " // convert modelspace light vector to tangentspace\n" " myhalf3 lightnormal;\n" -" lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n" -" lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n" -" lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n" +" lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n" +" lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n" +" lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));\n" " lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n" " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n" " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n" @@ -1213,29 +1390,35 @@ " 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" -" myhalf3 lightnormal = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" -" myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" +" myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n" +" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" +"#endif\n" +"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n" +" #define SHADING\n" +" // forced deluxemap on lightmapped/vertexlit surfaces\n" +" myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);\n" +" #ifdef USELIGHTMAP\n" +" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" +" #else\n" +" myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n" +" #endif\n" "#endif\n" -"\n" -"\n" -"\n" -"\n" "#ifdef MODE_FAKELIGHT\n" -"#define SHADING\n" -"myhalf3 lightnormal = myhalf3(normalize(EyeVectorFogDepth.xyz));\n" -"myhalf3 lightcolor = myhalf3(1.0);\n" +" #define SHADING\n" +" myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n" +" myhalf3 lightcolor = cast_myhalf3(1.0);\n" "#endif // MODE_FAKELIGHT\n" "\n" "\n" "\n" "\n" "#ifdef MODE_LIGHTMAP\n" -" color.rgb = diffusetex * (Color_Ambient + myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n" +" color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n" "#endif // MODE_LIGHTMAP\n" "#ifdef MODE_VERTEXCOLOR\n" -" color.rgb = diffusetex * (Color_Ambient + myhalf3(VertexColor.rgb) * Color_Diffuse);\n" +" color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);\n" "#endif // MODE_VERTEXCOLOR\n" "#ifdef MODE_FLATCOLOR\n" " color.rgb = diffusetex * Color_Ambient;\n" @@ -1246,13 +1429,13 @@ "\n" "#ifdef SHADING\n" "# ifdef USEDIFFUSE\n" -" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" +" myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" "# ifdef USESPECULAR\n" "# ifdef USEEXACTSPECULARMATH\n" -" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n" +" myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a);\n" "# else\n" -" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVectorFogDepth.xyz)));\n" -" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n" +" myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n" +" myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a);\n" "# endif\n" " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n" "# else\n" @@ -1269,40 +1452,41 @@ "\n" "#ifdef USEDEFERREDLIGHTMAP\n" " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n" -" color.rgb += diffusetex * myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n" -" color.rgb += glosstex.rgb * myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n" +" color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n" +" color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n" +"// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);\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" +"// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord ));\n" +"// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);\n" +" myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n" +" myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n" +" myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n" +" myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n" +" myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n" +" myhalf4 bouncegrid_coeff8 = cast_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" +" myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n" +" myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n" +"// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);\n" +" myhalf3 bouncegrid_light = cast_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" +" color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n" "#endif\n" "#endif\n" "\n" "#ifdef USEGLOW\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -" color.rgb += mix(myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n" +" color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n" "#else\n" -" color.rgb += myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n" +" color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n" "#endif\n" "#endif\n" "\n" @@ -1313,7 +1497,7 @@ " // 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" " 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" +" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n" " #ifdef USENORMALMAPSCROLLBLEND\n" "# ifdef USEOFFSETMAPPING\n" @@ -1322,9 +1506,9 @@ " 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" +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n" " #else\n" -" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n" +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_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" @@ -1336,7 +1520,7 @@ " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" -" color.rgb = mix(color.rgb, myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n" +" color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n" "#endif\n" "\n" " dp_FragColor = vec4(color);\n"