X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=shader_hlsl.h;h=96566f2cee21d51e0f938dec1ace9a1e48ddd8d3;hp=322611755fe0a87d20109a5e957f38a6c4eab097;hb=a14d8ac6ca1ca641b68a666983531298ee036576;hpb=4392c3a8e0dc8ad2b18e7c57545dda80d84738e0 diff --git a/shader_hlsl.h b/shader_hlsl.h index 32261175..96566f2c 100644 --- a/shader_hlsl.h +++ b/shader_hlsl.h @@ -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" @@ -979,7 +979,7 @@ "(\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" @@ -1403,14 +1403,14 @@ "\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" @@ -1431,19 +1431,25 @@ " 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" +" #define SHADING\n" +" // forced deluxemap on lightmapped/vertexlit surfaces\n" +" half3 lightnormal = half3(0.0, 0.0, 1.0);\n" +" #ifdef USELIGHTMAP\n" +" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n" +" #else\n" +" half3 lightcolor = half3(gl_FrontColor.rgb);\n" +" #endif\n" +"#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"