X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=shader_hlsl.h;h=9b3f04c3faa71d9e5e0a4a3192c7d5e04904144c;hp=b8d851fea84e9a1805d335388e08373260aa6659;hb=45ba6dd4ce52ddd96c8706b335a7b15c57d457a3;hpb=6dec6a79c594d96f510004b3798153d4373e6486 diff --git a/shader_hlsl.h b/shader_hlsl.h index b8d851fe..9b3f04c3 100644 --- a/shader_hlsl.h +++ b/shader_hlsl.h @@ -1,1584 +1,1631 @@ -"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" -"// written by Forest 'LordHavoc' Hale\n" -"// shadowmapping enhancements by Lee 'eihrul' Salzman\n" -"\n" -"// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n" -"#if defined(USEREFLECTION)\n" -"#undef USESHADOWMAPORTHO\n" -"#endif\n" -"\n" -"#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) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n" -"#define USELIGHTMAP\n" -"#endif\n" -"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n" -"#define USEEYEVECTOR\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"#ifdef HLSL\n" -"//#undef USESHADOWMAPPCF\n" -"//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n" -"#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n" -"#else\n" -"#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\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" -"float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix : register(c8),\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" -"#endif\n" -" Depth = gl_Position.z;\n" -"}\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"void main\n" -"(\n" -"float Depth : TEXCOORD0,\n" -"out float4 dp_FragColor : COLOR\n" -")\n" -"{\n" -"// float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n" -" float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n" -" temp.yz -= floor(temp.yz);\n" -" dp_FragColor = temp;\n" -"// dp_FragColor = float4(Depth,0,0,0);\n" -"}\n" -"#endif\n" -"#else // !MODE_DEPTH_OR_SHADOW\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_SHOWDEPTH\n" -"#ifdef VERTEX_SHADER\n" -"void main\n" -"(\n" -"float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" -"out float4 gl_Position : POSITION,\n" -"out float4 gl_FrontColor : COLOR0\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" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"void main\n" -"(\n" -"float4 gl_FrontColor : COLOR0,\n" -"out float4 dp_FragColor : COLOR\n" -")\n" -"{\n" -" dp_FragColor = gl_FrontColor;\n" -"}\n" -"#endif\n" -"#else // !MODE_SHOWDEPTH\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_POSTPROCESS\n" -"\n" -"#ifdef VERTEX_SHADER\n" -"void main\n" -"(\n" -"float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix : register(c8),\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" -")\n" -"{\n" -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" -" TexCoord1 = gl_MultiTexCoord0.xy;\n" -"#ifdef USEBLOOM\n" -" TexCoord2 = gl_MultiTexCoord4.xy;\n" -"#endif\n" -"}\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"void main\n" -"(\n" -"float2 TexCoord1 : TEXCOORD0,\n" -"float2 TexCoord2 : TEXCOORD1,\n" -"uniform sampler Texture_First : register(s0),\n" -"#ifdef USEBLOOM\n" -"uniform sampler Texture_Second : register(s1),\n" -"#endif\n" -"#ifdef USEGAMMARAMPS\n" -"uniform sampler Texture_GammaRamps : register(s2),\n" -"#endif\n" -"#ifdef USESATURATION\n" -"uniform float Saturation : register(c30),\n" -"#endif\n" -"#ifdef USEVIEWTINT\n" -"uniform float4 ViewTintColor : register(c41),\n" -"#endif\n" -"uniform float4 UserVec1 : register(c37),\n" -"uniform float4 UserVec2 : register(c38),\n" -"uniform float4 UserVec3 : register(c39),\n" -"uniform float4 UserVec4 : register(c40),\n" -"uniform float ClientTime : register(c2),\n" -"uniform float2 PixelSize : register(c25),\n" -"uniform float4 BloomColorSubtract : register(c43),\n" -"out float4 dp_FragColor : COLOR\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" -"#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" -" float sobel = 1.0;\n" -" // float2 ts = textureSize(Texture_First, 0);\n" -" // float2 px = float2(1/ts.x, 1/ts.y);\n" -" float2 px = PixelSize;\n" -" float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n" -" float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n" -" float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n" -" float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n" -" float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n" -" float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n" -" float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n" -" float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n" -" float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n" -" float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n" -" float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n" -" float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n" -" float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n" -" float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n" -" float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n" -" float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n" -" float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n" -" float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n" -" float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n" -" float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n" -" float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n" -" float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n" -" float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n" -" float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n" -" sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n" -" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n" -" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n" -" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n" -" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n" -" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.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" -"\n" -"#ifdef USESATURATION\n" -" //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n" -" float y = dot(dp_FragColor.rgb, float3(0.299, 0.587, 0.114));\n" -" // 'vampire sight' effect, wheres red is compensated\n" -" #ifdef SATURATION_REDCOMPENSATE\n" -" float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n" -" dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n" -" dp_FragColor.r += r;\n" -" #else\n" -" // normal desaturation\n" -" //dp_FragColor = float3(y,y,y) + (dp_FragColor.rgb - float3(y)) * Saturation;\n" -" dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n" -" #endif\n" -"#endif\n" -"\n" -"#ifdef USEGAMMARAMPS\n" -" dp_FragColor.r = tex2D(Texture_GammaRamps, float2(dp_FragColor.r, 0)).r;\n" -" dp_FragColor.g = tex2D(Texture_GammaRamps, float2(dp_FragColor.g, 0)).g;\n" -" dp_FragColor.b = tex2D(Texture_GammaRamps, float2(dp_FragColor.b, 0)).b;\n" -"#endif\n" -"}\n" -"#endif\n" -"#else // !MODE_POSTPROCESS\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_GENERIC\n" -"#ifdef VERTEX_SHADER\n" -"void main\n" -"(\n" -"float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" -"float4 gl_Color : COLOR0,\n" -"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" -"float4 gl_MultiTexCoord1 : TEXCOORD1,\n" -"out float4 gl_Position : POSITION,\n" -"#ifdef USEDIFFUSE\n" -"out float2 TexCoord1 : TEXCOORD0,\n" -"#endif\n" -"#ifdef USESPECULAR\n" -"out float2 TexCoord2 : TEXCOORD1,\n" -"#endif\n" -"out float4 gl_FrontColor : COLOR\n" -")\n" -"{\n" -" gl_FrontColor = gl_Color;\n" -"#ifdef USEDIFFUSE\n" -" TexCoord1 = gl_MultiTexCoord0.xy;\n" -"#endif\n" -"#ifdef USESPECULAR\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 FRAGMENT_SHADER\n" -"\n" -"void main\n" -"(\n" -"float4 gl_FrontColor : COLOR0,\n" -"float2 TexCoord1 : TEXCOORD0,\n" -"float2 TexCoord2 : TEXCOORD1,\n" -"#ifdef USEDIFFUSE\n" -"uniform sampler Texture_First : register(s0),\n" -"#endif\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 dp_FragColor : COLOR\n" -")\n" -"{\n" -"#ifdef USEVIEWTINT\n" -" dp_FragColor = gl_FrontColor;\n" -"#else\n" -" 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 *= tex2D(Texture_First, TexCoord1).rgb;\n" -"# else\n" -" dp_FragColor *= tex2D(Texture_First, TexCoord1);\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef USESPECULAR\n" -" float4 tex2 = tex2D(Texture_Second, TexCoord2);\n" -"# ifdef USECOLORMAPPING\n" -" dp_FragColor *= tex2;\n" -"# endif\n" -"# ifdef USEGLOW\n" -" dp_FragColor += tex2;\n" -"# endif\n" -"# ifdef USEVERTEXTEXTUREBLEND\n" -" dp_FragColor = lerp(dp_FragColor, tex2, tex2.a);\n" -"# endif\n" -"#endif\n" -"#ifdef USEGAMMARAMPS\n" -" dp_FragColor.r = tex2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n" -" dp_FragColor.g = tex2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n" -" dp_FragColor.b = tex2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n" -"#endif\n" -"}\n" -"#endif\n" -"#else // !MODE_GENERIC\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_BLOOMBLUR\n" -"#ifdef VERTEX_SHADER\n" -"void main\n" -"(\n" -"float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" -"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" -"out float4 gl_Position : POSITION,\n" -"out float2 TexCoord : TEXCOORD0\n" -")\n" -"{\n" -" TexCoord = gl_MultiTexCoord0.xy;\n" -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" -"}\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"\n" -"void main\n" -"(\n" -"float2 TexCoord : TEXCOORD0,\n" -"uniform sampler Texture_First : register(s0),\n" -"uniform float4 BloomBlur_Parameters : register(c1),\n" -"out float4 dp_FragColor : COLOR\n" -")\n" -"{\n" -" int i;\n" -" float2 tc = TexCoord;\n" -" float3 color = tex2D(Texture_First, tc).rgb;\n" -" tc += BloomBlur_Parameters.xy;\n" -" for (i = 1;i < SAMPLES;i++)\n" -" {\n" -" color += tex2D(Texture_First, tc).rgb;\n" -" tc += BloomBlur_Parameters.xy;\n" -" }\n" -" dp_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n" -"}\n" -"#endif\n" -"#else // !MODE_BLOOMBLUR\n" -"#ifdef MODE_REFRACTION\n" -"#ifdef VERTEX_SHADER\n" -"void main\n" -"(\n" -"float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" -"#ifdef USEALPHAGENVERTEX\n" -"float4 gl_Color : COLOR0,\n" -"#endif\n" -"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" -"uniform float4x4 TexMatrix : register(c0),\n" -"uniform float3 EyePosition : register(c24),\n" -"#ifdef USEALPHAGENVERTEX\n" -"out float4 gl_FrontColor : COLOR,\n" -"#endif\n" -"out float4 gl_Position : POSITION,\n" -"out float2 TexCoord : TEXCOORD0,\n" -"out float3 EyeVector : TEXCOORD1,\n" -"out float4 ModelViewProjectionPosition : TEXCOORD2\n" -")\n" -"{\n" -"#ifdef USEALPHAGENVERTEX\n" -" gl_FrontColor = gl_Color;\n" -"#endif\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" -"#ifdef FRAGMENT_SHADER\n" -"void main\n" -"(\n" -"#ifdef USEALPHAGENVERTEX\n" -"float4 gl_FrontColor : COLOR,\n" -"#endif\n" -"float2 TexCoord : TEXCOORD0,\n" -"float3 EyeVector : TEXCOORD1,\n" -"float4 ModelViewProjectionPosition : TEXCOORD2,\n" -"uniform sampler Texture_Normal : register(s0),\n" -"uniform sampler Texture_Refraction : register(s3),\n" -"uniform sampler Texture_Reflection : register(s7),\n" -"uniform float4 DistortScaleRefractReflect : register(c14),\n" -"uniform float4 ScreenScaleRefractReflect : register(c32),\n" -"uniform float4 ScreenCenterRefractReflect : register(c31),\n" -"uniform float4 RefractColor : register(c29),\n" -"out float4 dp_FragColor : COLOR\n" -")\n" -"{\n" -" float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" -" //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" -" float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" -"#ifdef USEALPHAGENVERTEX\n" -" float2 distort = DistortScaleRefractReflect.xy * gl_FrontColor.a;\n" -" float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n" -"#else\n" -" float2 distort = DistortScaleRefractReflect.xy;\n" -" float4 refractcolor = RefractColor;\n" -"#endif\n" -" float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * distort;\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" -" // content.\n" -" // Remove this 'ack once we have a better way to stop this thing from\n" -" // 'appening.\n" -" float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n" -" ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n" -" dp_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * refractcolor;\n" -"}\n" -"#endif\n" -"#else // !MODE_REFRACTION\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_WATER\n" -"#ifdef VERTEX_SHADER\n" -"\n" -"void main\n" -"(\n" -"float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" -"#ifdef USEALPHAGENVERTEX\n" -"float4 gl_Color : COLOR0,\n" -"#endif\n" -"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" -"float4 gl_MultiTexCoord1 : TEXCOORD1,\n" -"float4 gl_MultiTexCoord2 : TEXCOORD2,\n" -"float4 gl_MultiTexCoord3 : TEXCOORD3,\n" -"uniform float4x4 TexMatrix : register(c0),\n" -"uniform float3 EyePosition : register(c24),\n" -"#ifdef USEALPHAGENVERTEX\n" -"out float4 gl_FrontColor : COLOR,\n" -"#endif\n" -"out float4 gl_Position : POSITION,\n" -"out float2 TexCoord : TEXCOORD0,\n" -"out float3 EyeVector : TEXCOORD1,\n" -"out float4 ModelViewProjectionPosition : TEXCOORD2\n" -")\n" -"{\n" -"#ifdef USEALPHAGENVERTEX\n" -" gl_FrontColor = gl_Color;\n" -"#endif\n" -" TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n" -" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" -" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), 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" -"#ifdef FRAGMENT_SHADER\n" -"void main\n" -"(\n" -"#ifdef USEALPHAGENVERTEX\n" -"float4 gl_FrontColor : COLOR,\n" -"#endif\n" -"float2 TexCoord : TEXCOORD0,\n" -"float3 EyeVector : TEXCOORD1,\n" -"float4 ModelViewProjectionPosition : TEXCOORD2,\n" -"uniform sampler Texture_Normal : register(s0),\n" -"uniform sampler Texture_Refraction : register(s3),\n" -"uniform sampler Texture_Reflection : register(s7),\n" -"uniform float4 DistortScaleRefractReflect : register(c14),\n" -"uniform float4 ScreenScaleRefractReflect : register(c32),\n" -"uniform float4 ScreenCenterRefractReflect : register(c31),\n" -"uniform float4 RefractColor : register(c29),\n" -"uniform float4 ReflectColor : register(c26),\n" -"uniform float ReflectFactor : register(c27),\n" -"uniform float ReflectOffset : register(c28),\n" -"out float4 dp_FragColor : COLOR\n" -")\n" -"{\n" -" float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" -" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" -" float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" -" //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n" -"#ifdef USEALPHAGENVERTEX\n" -" float4 distort = DistortScaleRefractReflect * gl_FrontColor.a;\n" -" float reflectoffset = ReflectOffset * gl_FrontColor.a;\n" -" float reflectfactor = ReflectFactor * gl_FrontColor.a;\n" -" float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n" -"#else\n" -" float4 distort = DistortScaleRefractReflect;\n" -" float reflectoffset = ReflectOffset;\n" -" float reflectfactor = ReflectFactor;\n" -" float4 refractcolor = RefractColor;\n" -"#endif\n" -" float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * distort;\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" -" // content.\n" -" // Remove this 'ack once we have a better way to stop this thing from\n" -" // 'appening.\n" -" float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n" -" ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n" -" f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n" -" ScreenTexCoord.zw = lerp(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 = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n" -"}\n" -"#endif\n" -"#else // !MODE_WATER\n" -"\n" -"\n" -"\n" -"\n" -"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n" -"\n" -"// fragment shader specific:\n" -"#ifdef FRAGMENT_SHADER\n" -"\n" -"#ifdef USEFOG\n" -"float3 FogVertex(float4 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n" -"{\n" -" float fogfrac;\n" -" float3 fc = FogColor;\n" -"#ifdef USEFOGALPHAHACK\n" -" fc *= surfacecolor.a;\n" -"#endif\n" -"#ifdef USEFOGHEIGHTTEXTURE\n" -" float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n" -" fogfrac = fogheightpixel.a;\n" -" return lerp(fogheightpixel.rgb * fc, surfacecolor.rgb, tex2D(Texture_FogMask, float2(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 lerp(fc, surfacecolor.rgb, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n" -"#endif\n" -"}\n" -"#endif\n" -"\n" -"#ifdef USEOFFSETMAPPING\n" -"float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float OffsetMapping_Bias, float OffsetMapping_LodDistance, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n" -"{\n" -" float i;\n" -" // distance-based LOD\n" -"#ifdef USEOFFSETMAPPING_LOD\n" -" //float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n" -" //float4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n" -" float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n" -" float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n" -" float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n" -" float4 ScaleSteps = float4(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" -" // 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" -" //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1), -1);\n" -" //float3 OffsetVector = float3(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1), -1);\n" -" float3 OffsetVector = float3(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1), -1);\n" -" float3 RT = float3(float2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n" -" OffsetVector *= ScaleSteps.z;\n" -" for(i = 1.0; i < ScaleSteps.y; ++i)\n" -" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" for(i = 0.0, f = 1.0; i < 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" -" //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1));\n" -" //float2 OffsetVector = float2(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1));\n" -" float2 OffsetVector = float2(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1));\n" -" OffsetVector *= ScaleSteps.z;\n" -" for(i = 0.0; i < ScaleSteps.y; ++i)\n" -" TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" -" return TexCoord;\n" -"#endif\n" -"}\n" -"#endif // USEOFFSETMAPPING\n" -"\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" -"# else\n" -"# ifdef USESHADOWMAPVSDCT\n" -"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n" -"{\n" -" float3 adir = abs(dir);\n" -" float2 mparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n" -" float4 proj = texCUBE(Texture_CubeProjection, dir);\n" -" return float3(lerp(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n" -"}\n" -"# else\n" -"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n" -"{\n" -" float3 adir = abs(dir);\n" -" float m; float4 proj;\n" -" if (adir.x > adir.y) { m = adir.x; proj = float4(dir.zyx, 0.5); } else { m = adir.y; proj = float4(dir.xzy, 1.5); }\n" -" if (adir.z > m) { m = adir.z; proj = float4(dir, 2.5); }\n" -"#ifdef HLSL\n" -" return float3(proj.xy * ShadowMap_Parameters.x / m + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64 * ShadowMap_Parameters.w);\n" -"#else\n" -" float2 mparams = ShadowMap_Parameters.xy / m;\n" -" return float3(proj.xy * mparams.x + float2(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" -"#endif // defined(USESHADOWMAP2D)\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" -"#else\n" -"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n" -"#endif\n" -"{\n" -"#ifdef USESHADOWMAPVSDCT\n" -" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n" -"#else\n" -" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\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" -" 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" -"# 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, int2(x, y))\n" -"# else\n" -"# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n" -"# endif\n" -" float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\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" -" float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n" -" float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n" -" float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n" -" float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n" -" float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n" -" float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n" -" float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n" -" float4 locols = float4(group1.ab, group3.ab);\n" -" float4 hicols = float4(group7.rg, group9.rg);\n" -" locols.yz += group2.ab;\n" -" hicols.yz += group8.rg;\n" -" float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n" -" float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n" -" lerp(locols, hicols, offset.y);\n" -" float4 cols = group5 + float4(group2.rg, group8.ab);\n" -" cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n" -" f = dot(cols, float4(1.0/25.0));\n" -"# else\n" -" float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n" -" float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n" -" float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n" -" float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n" -" float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n" -" lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n" -" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n" -"# endif\n" -"# else\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" -"# endif\n" -"# if USESHADOWMAPPCF > 1\n" -" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n" -" center *= ShadowMap_TextureScale;\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 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\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" -" 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" -" float3 cols = row2 + lerp(row1, row3, offset.y);\n" -" f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n" -"# endif\n" -"# endif\n" -"# else\n" -" f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n" -"# endif\n" -"# endif\n" -"# ifdef USESHADOWMAPORTHO\n" -" return lerp(ShadowMap_Parameters.w, 1.0, f);\n" -"# else\n" -" return f;\n" -"# endif\n" -"}\n" -"# endif\n" -"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n" -"#endif // FRAGMENT_SHADER\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_DEFERREDGEOMETRY\n" -"#ifdef VERTEX_SHADER\n" -"void main\n" -"(\n" -"float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -"float4 gl_Color : COLOR0,\n" -"#endif\n" -"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" -"float4 gl_MultiTexCoord1 : TEXCOORD1,\n" -"float4 gl_MultiTexCoord2 : TEXCOORD2,\n" -"float4 gl_MultiTexCoord3 : TEXCOORD3,\n" -"uniform float4x4 TexMatrix : register(c0),\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -"uniform float4x4 BackgroundTexMatrix : register(c4),\n" -"#endif\n" -"uniform float4x4 ModelViewMatrix : register(c12),\n" -"#ifdef USEOFFSETMAPPING\n" -"uniform float3 EyePosition : register(c24),\n" -"#endif\n" -"out float4 gl_Position : POSITION,\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -"out float4 gl_FrontColor : COLOR,\n" -"#endif\n" -"out float4 TexCoordBoth : TEXCOORD0,\n" -"#ifdef USEOFFSETMAPPING\n" -"out float3 EyeVector : TEXCOORD2,\n" -"#endif\n" -"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" -"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" -"out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n" -")\n" -"{\n" -" TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" gl_FrontColor = gl_Color;\n" -" TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n" -"#endif\n" -"\n" -" // transform unnormalized eye direction into tangent space\n" -"#ifdef USEOFFSETMAPPING\n" -" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" -" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n" -"#endif\n" -"\n" -" VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\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 = mul(ModelViewMatrix, gl_Vertex).z;\n" -"}\n" -"#endif // VERTEX_SHADER\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"void main\n" -"(\n" -"float4 TexCoordBoth : TEXCOORD0,\n" -"float3 EyeVector : TEXCOORD2,\n" -"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" -"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" -"float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n" -"uniform sampler Texture_Normal : register(s0),\n" -"#ifdef USEALPHAKILL\n" -"uniform sampler Texture_Color : register(s1),\n" -"#endif\n" -"uniform sampler Texture_Gloss : register(s2),\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -"uniform sampler Texture_SecondaryNormal : register(s4),\n" -"uniform sampler Texture_SecondaryGloss : register(s6),\n" -"#endif\n" -"#ifdef USEOFFSETMAPPING\n" -"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n" -"uniform float4 OffsetMapping_LodDistance : register(c53),\n" -"uniform float OffsetMapping_Bias : register(c54),\n" -"#endif\n" -"uniform half SpecularPower : register(c36),\n" -"out float4 dp_FragColor : COLOR\n" -")\n" -"{\n" -" float2 TexCoord = TexCoordBoth.xy;\n" -"#ifdef USEOFFSETMAPPING\n" -" // apply offsetmapping\n" -" float2 dPdx = ddx(TexCoord);\n" -" float2 dPdy = ddy(TexCoord);\n" -" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n" -"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n" -"#else\n" -"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n" -"#endif\n" -"\n" -"#ifdef USEALPHAKILL\n" -" if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n" -" discard;\n" -"#endif\n" -"\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" float alpha = offsetMappedTexture2D(Texture_Color).a;\n" -" float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n" -" //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n" -" //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n" -"#endif\n" -"\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n" -" float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n" -"#else\n" -" float3 surfacenormal = offsetMappedTexture2D(Texture_Normal).rgb - float3(0.5, 0.5, 0.5);\n" -" float a = offsetMappedTexture2D(Texture_Gloss).a;\n" -"#endif\n" -"\n" -" float3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n" -" dp_FragColor = float4(pixelnormal.x, pixelnormal.y, VectorR.w, a);\n" -"}\n" -"#endif // FRAGMENT_SHADER\n" -"#else // !MODE_DEFERREDGEOMETRY\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_DEFERREDLIGHTSOURCE\n" -"#ifdef VERTEX_SHADER\n" -"void main\n" -"(\n" -"float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" -"uniform float4x4 ModelViewMatrix : register(c12),\n" -"out float4 gl_Position : POSITION,\n" -"out float4 ModelViewPosition : TEXCOORD0\n" -")\n" -"{\n" -" ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n" -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" -"}\n" -"#endif // VERTEX_SHADER\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"void main\n" -"(\n" -"#ifdef HLSL\n" -"float2 Pixel : VPOS,\n" -"#else\n" -"float2 Pixel : WPOS,\n" -"#endif\n" -"float4 ModelViewPosition : TEXCOORD0,\n" -"uniform float4x4 ViewToLight : register(c44),\n" -"uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n" -"uniform float3 LightPosition : register(c23),\n" -"uniform half2 PixelToScreenTexCoord : register(c42),\n" -"uniform half3 DeferredColor_Ambient : register(c9),\n" -"uniform half3 DeferredColor_Diffuse : register(c10),\n" -"#ifdef USESPECULAR\n" -"uniform half3 DeferredColor_Specular : register(c11),\n" -"uniform half SpecularPower : register(c36),\n" -"#endif\n" -"uniform sampler Texture_Attenuation : register(s9),\n" -"uniform sampler Texture_ScreenDepth : register(s13),\n" -"uniform sampler Texture_ScreenNormalMap : register(s14),\n" -"\n" -"#ifdef USECUBEFILTER\n" -"uniform samplerCUBE Texture_Cube : register(s10),\n" -"#endif\n" -"\n" -"#ifdef USESHADOWMAP2D\n" -"# ifdef USESHADOWSAMPLER\n" -"uniform sampler Texture_ShadowMap2D : register(s15),\n" -"# else\n" -"uniform sampler Texture_ShadowMap2D : register(s15),\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef USESHADOWMAPVSDCT\n" -"uniform samplerCUBE Texture_CubeProjection : register(s12),\n" -"#endif\n" -"\n" -"#if defined(USESHADOWMAP2D)\n" -"uniform float2 ShadowMap_TextureScale : register(c35),\n" -"uniform float4 ShadowMap_Parameters : register(c34),\n" -"#endif\n" -"\n" -"out float4 gl_FragData0 : COLOR0,\n" -"out float4 gl_FragData1 : COLOR1\n" -")\n" -"{\n" -" // calculate viewspace pixel position\n" -" float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n" -" float3 position;\n" -" // get the geometry information (depth, normal, specular exponent)\n" -" half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n" -" // decode viewspace pixel normal\n" -"// float3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n" -" float3 surfacenormal = half3(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" -" // eyevector = pixel to view in viewspace\n" -" float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n" -" half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n" -"#ifdef USEDIFFUSE\n" -" // calculate diffuse shading\n" -" half3 lightnormal = half3(normalize(LightPosition - position));\n" -" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" -"#endif\n" -"#ifdef USESPECULAR\n" -" // calculate directional shading\n" -" float3 eyevector = position * -1.0;\n" -"# ifdef USEEXACTSPECULARMATH\n" -" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 1.0 + SpecularPower * normalmap.a));\n" -"# else\n" -" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n" -" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * normalmap.a));\n" -"# endif\n" -"#endif\n" -"\n" -"#if defined(USESHADOWMAP2D)\n" -" fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n" -"#ifdef USESHADOWMAPVSDCT\n" -", Texture_CubeProjection\n" -"#endif\n" -" ));\n" -"#endif\n" -"\n" -"#ifdef USEDIFFUSE\n" -" gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n" -"#else\n" -" gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n" -"#endif\n" -"#ifdef USESPECULAR\n" -" gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n" -"#else\n" -" gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n" -"#endif\n" -"\n" -"# ifdef USECUBEFILTER\n" -" float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n" -" gl_FragData0.rgb *= cubecolor;\n" -" gl_FragData1.rgb *= cubecolor;\n" -"# endif\n" -"}\n" -"#endif // FRAGMENT_SHADER\n" -"#else // !MODE_DEFERREDLIGHTSOURCE\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef VERTEX_SHADER\n" -"void main\n" -"(\n" -"float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix : register(c8),\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" -"float4 gl_MultiTexCoord1 : TEXCOORD1,\n" -"float4 gl_MultiTexCoord2 : TEXCOORD2,\n" -"float4 gl_MultiTexCoord3 : TEXCOORD3,\n" -"float4 gl_MultiTexCoord4 : TEXCOORD4,\n" -"\n" -"uniform float3 EyePosition : register(c24),\n" -"uniform float4x4 TexMatrix : register(c0),\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -"uniform float4x4 BackgroundTexMatrix : register(c4),\n" -"#endif\n" -"#ifdef MODE_LIGHTSOURCE\n" -"uniform float4x4 ModelToLight : register(c20),\n" -"#endif\n" -"#ifdef MODE_LIGHTSOURCE\n" -"uniform float3 LightPosition : register(c27),\n" -"#endif\n" -"#ifdef MODE_LIGHTDIRECTION\n" -"uniform float3 LightDir : register(c26),\n" -"#endif\n" -"uniform float4 FogPlane : register(c25),\n" -"#ifdef MODE_DEFERREDLIGHTSOURCE\n" -"uniform float3 LightPosition : register(c27),\n" -"#endif\n" -"#ifdef USESHADOWMAPORTHO\n" -"uniform float4x4 ShadowMapMatrix : register(c16),\n" -"#endif\n" -"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n" -"out float4 gl_FrontColor : COLOR,\n" -"#endif\n" -"out float4 TexCoordBoth : TEXCOORD0,\n" -"#ifdef USELIGHTMAP\n" -"out float2 TexCoordLightmap : TEXCOORD1,\n" -"#endif\n" -"#ifdef USEEYEVECTOR\n" -"out float3 EyeVector : TEXCOORD2,\n" -"#endif\n" -"#ifdef USEREFLECTION\n" -"out float4 ModelViewProjectionPosition : TEXCOORD3,\n" -"#endif\n" -"#ifdef USEFOG\n" -"out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n" -"#endif\n" -"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n" -"out float3 LightVector : TEXCOORD1,\n" -"#endif\n" -"#ifdef MODE_LIGHTSOURCE\n" -"out float3 CubeVector : TEXCOORD3,\n" -"#endif\n" -"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n" -"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" -"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" -"out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n" -"#endif\n" -"#ifdef USESHADOWMAPORTHO\n" -"out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n" -"#endif\n" -"out float4 gl_Position : POSITION\n" -")\n" -"{\n" -"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n" -" gl_FrontColor = gl_Color;\n" -"#endif\n" -" // copy the surface texcoord\n" -" TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n" -"#endif\n" -"#ifdef USELIGHTMAP\n" -" TexCoordLightmap = gl_MultiTexCoord4.xy;\n" -"#endif\n" -"\n" -"#ifdef MODE_LIGHTSOURCE\n" -" // transform vertex position into light attenuation/cubemap space\n" -" // (-1 to +1 across the light box)\n" -" CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n" -"\n" -"# ifdef USEDIFFUSE\n" -" // transform unnormalized light direction into tangent space\n" -" // (we use unnormalized to ensure that it interpolates correctly and then\n" -" // normalize it per pixel)\n" -" float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" -" LightVector = float3(dot(lightminusvertex, gl_MultiTexCoord1.xyz), dot(lightminusvertex, gl_MultiTexCoord2.xyz), dot(lightminusvertex, gl_MultiTexCoord3.xyz));\n" -"# endif\n" -"#endif\n" -"\n" -"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n" -" LightVector = float3(dot(LightDir, gl_MultiTexCoord1.xyz), dot(LightDir, gl_MultiTexCoord2.xyz), dot(LightDir, gl_MultiTexCoord3.xyz));\n" -"#endif\n" -"\n" -" // transform unnormalized eye direction into tangent space\n" -"#ifdef USEEYEVECTOR\n" -" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" -" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n" -"#endif\n" -"\n" -"#ifdef USEFOG\n" -" EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n" -" EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n" -"#endif\n" -"\n" -"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" -" VectorS = gl_MultiTexCoord1.xyz;\n" -" VectorT = gl_MultiTexCoord2.xyz;\n" -" VectorR = gl_MultiTexCoord3.xyz;\n" -"#endif\n" -"\n" -" // transform vertex to camera space, using ftransform to match non-VS rendering\n" -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" -"\n" -"#ifdef USESHADOWMAPORTHO\n" -" ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n" -"#endif\n" -"\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" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"void main\n" -"(\n" -"#ifdef USEDEFERREDLIGHTMAP\n" -"#ifdef HLSL\n" -"float2 Pixel : VPOS,\n" -"#else\n" -"float2 Pixel : WPOS,\n" -"#endif\n" -"#endif\n" -"float4 gl_FrontColor : COLOR,\n" -"float4 TexCoordBoth : TEXCOORD0,\n" -"#ifdef USELIGHTMAP\n" -"float2 TexCoordLightmap : TEXCOORD1,\n" -"#endif\n" -"#ifdef USEEYEVECTOR\n" -"float3 EyeVector : TEXCOORD2,\n" -"#endif\n" -"#ifdef USEREFLECTION\n" -"float4 ModelViewProjectionPosition : TEXCOORD3,\n" -"#endif\n" -"#ifdef USEFOG\n" -"float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n" -"#endif\n" -"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n" -"float3 LightVector : TEXCOORD1,\n" -"#endif\n" -"#ifdef MODE_LIGHTSOURCE\n" -"float3 CubeVector : TEXCOORD3,\n" -"#endif\n" -"#ifdef MODE_DEFERREDLIGHTSOURCE\n" -"float4 ModelViewPosition : TEXCOORD0,\n" -"#endif\n" -"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n" -"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" -"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" -"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n" -"#endif\n" -"#ifdef USESHADOWMAPORTHO\n" -"float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n" -"#endif\n" -"\n" -"uniform sampler Texture_Normal : register(s0),\n" -"uniform sampler Texture_Color : register(s1),\n" -"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" -"uniform sampler Texture_Gloss : register(s2),\n" -"#endif\n" -"#ifdef USEGLOW\n" -"uniform sampler Texture_Glow : register(s3),\n" -"#endif\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -"uniform sampler Texture_SecondaryNormal : register(s4),\n" -"uniform sampler Texture_SecondaryColor : register(s5),\n" -"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" -"uniform sampler Texture_SecondaryGloss : register(s6),\n" -"#endif\n" -"#ifdef USEGLOW\n" -"uniform sampler Texture_SecondaryGlow : register(s7),\n" -"#endif\n" -"#endif\n" -"#ifdef USECOLORMAPPING\n" -"uniform sampler Texture_Pants : register(s4),\n" -"uniform sampler Texture_Shirt : register(s7),\n" -"#endif\n" -"#ifdef USEFOG\n" -"uniform sampler Texture_FogHeightTexture : register(s14),\n" -"uniform sampler Texture_FogMask : register(s8),\n" -"#endif\n" -"#ifdef USELIGHTMAP\n" -"uniform sampler Texture_Lightmap : register(s9),\n" -"#endif\n" -"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" -"uniform sampler Texture_Deluxemap : register(s10),\n" -"#endif\n" -"#ifdef USEREFLECTION\n" -"uniform sampler Texture_Reflection : register(s7),\n" -"#endif\n" -"\n" -"#ifdef MODE_DEFERREDLIGHTSOURCE\n" -"uniform sampler Texture_ScreenDepth : register(s13),\n" -"uniform sampler Texture_ScreenNormalMap : register(s14),\n" -"#endif\n" -"#ifdef USEDEFERREDLIGHTMAP\n" -"uniform sampler Texture_ScreenDepth : register(s13),\n" -"uniform sampler Texture_ScreenNormalMap : register(s14),\n" -"uniform sampler Texture_ScreenDiffuse : register(s11),\n" -"uniform sampler Texture_ScreenSpecular : register(s12),\n" -"#endif\n" -"\n" -"#ifdef USECOLORMAPPING\n" -"uniform half3 Color_Pants : register(c7),\n" -"uniform half3 Color_Shirt : register(c8),\n" -"#endif\n" -"#ifdef USEFOG\n" -"uniform float3 FogColor : register(c16),\n" -"uniform float FogRangeRecip : register(c20),\n" -"uniform float FogPlaneViewDist : register(c19),\n" -"uniform float FogHeightFade : register(c17),\n" -"#endif\n" -"\n" -"#ifdef USEOFFSETMAPPING\n" -"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n" -"uniform float OffsetMapping_Bias : register(c54),\n" -"#endif\n" -"\n" -"#ifdef USEDEFERREDLIGHTMAP\n" -"uniform half2 PixelToScreenTexCoord : register(c42),\n" -"uniform half3 DeferredMod_Diffuse : register(c12),\n" -"uniform half3 DeferredMod_Specular : register(c13),\n" -"#endif\n" -"uniform half3 Color_Ambient : register(c3),\n" -"uniform half3 Color_Diffuse : register(c4),\n" -"uniform half3 Color_Specular : register(c5),\n" -"uniform half SpecularPower : register(c36),\n" -"#ifdef USEGLOW\n" -"uniform half3 Color_Glow : register(c6),\n" -"#endif\n" -"uniform half Alpha : register(c0),\n" -"#ifdef USEREFLECTION\n" -"uniform float4 DistortScaleRefractReflect : register(c14),\n" -"uniform float4 ScreenScaleRefractReflect : register(c32),\n" -"uniform float4 ScreenCenterRefractReflect : register(c31),\n" -"uniform half4 ReflectColor : register(c26),\n" -"#endif\n" -"#ifdef USEREFLECTCUBE\n" -"uniform float4x4 ModelToReflectCube : register(c48),\n" -"uniform sampler Texture_ReflectMask : register(s5),\n" -"uniform samplerCUBE Texture_ReflectCube : register(s6),\n" -"#endif\n" -"#ifdef MODE_LIGHTDIRECTION\n" -"uniform half3 LightColor : register(c21),\n" -"#endif\n" -"#ifdef MODE_LIGHTSOURCE\n" -"uniform half3 LightColor : register(c21),\n" -"#endif\n" -"\n" -"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n" -"uniform sampler Texture_Attenuation : register(s9),\n" -"uniform samplerCUBE Texture_Cube : register(s10),\n" -"#endif\n" -"\n" -"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n" -"\n" -"#ifdef USESHADOWMAP2D\n" -"# ifdef USESHADOWSAMPLER\n" -"uniform sampler Texture_ShadowMap2D : register(s15),\n" -"# else\n" -"uniform sampler Texture_ShadowMap2D : register(s15),\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef USESHADOWMAPVSDCT\n" -"uniform samplerCUBE Texture_CubeProjection : register(s12),\n" -"#endif\n" -"\n" -"#if defined(USESHADOWMAP2D)\n" -"uniform float2 ShadowMap_TextureScale : register(c35),\n" -"uniform float4 ShadowMap_Parameters : register(c34),\n" -"#endif\n" -"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n" -"\n" -"out float4 dp_FragColor : COLOR\n" -")\n" -"{\n" -" float2 TexCoord = TexCoordBoth.xy;\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" float2 TexCoord2 = TexCoordBoth.zw;\n" -"#endif\n" -"#ifdef USEOFFSETMAPPING\n" -" // apply offsetmapping\n" -" float2 dPdx = ddx(TexCoord);\n" -" float2 dPdy = ddy(TexCoord);\n" -" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n" -"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n" -"#else\n" -"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n" -"#endif\n" -"\n" -" // combine the diffuse textures (base, pants, shirt)\n" -" half4 color = half4(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 += half3(offsetMappedTexture2D(Texture_Pants).rgb) * Color_Pants + half3(offsetMappedTexture2D(Texture_Shirt).rgb) * Color_Shirt;\n" -"#endif\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -"#ifdef USEBOTHALPHAS\n" -" half4 color2 = half4(tex2D(Texture_SecondaryColor, TexCoord2));\n" -" half terrainblend = clamp(half(gl_FrontColor.a) * color.a, half(1.0 - color2.a), half(1.0));\n" -" color.rgb = lerp(color2.rgb, color.rgb, terrainblend);\n" -"#else\n" -" half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n" -" //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n" -" //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n" -" color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n" -" color.a = 1.0;\n" -" //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n" -"#endif\n" -"#endif\n" -"#ifdef USEALPHAGENVERTEX\n" -" color.a *= gl_FrontColor.a;\n" -"#endif\n" -"\n" -" // get the surface normal\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n" -"#else\n" -" half3 surfacenormal = half3(normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5, 0.5, 0.5)));\n" -"#endif\n" -"\n" -" // get the material colors\n" -" half3 diffusetex = color.rgb;\n" -"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" -"# ifdef USEVERTEXTEXTUREBLEND\n" -" half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), offsetMappedTexture2D(Texture_Gloss), terrainblend));\n" -"# else\n" -" half4 glosstex = half4(offsetMappedTexture2D(Texture_Gloss));\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef USEREFLECTCUBE\n" -" float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n" -" float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n" -" float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n" -" diffusetex += half3(offsetMappedTexture2D(Texture_ReflectMask).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n" -"#endif\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_LIGHTSOURCE\n" -" // light source\n" -"#ifdef USEDIFFUSE\n" -" half3 lightnormal = half3(normalize(LightVector));\n" -" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" -" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n" -"#ifdef USESPECULAR\n" -"#ifdef USEEXACTSPECULARMATH\n" -" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a));\n" -"#else\n" -" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n" -" half specular = half(pow(half(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" -"#else\n" -" color.rgb = diffusetex * Color_Ambient;\n" -"#endif\n" -" color.rgb *= LightColor;\n" -" color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n" -"#if defined(USESHADOWMAP2D)\n" -" color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n" -"#ifdef USESHADOWMAPVSDCT\n" -", Texture_CubeProjection\n" -"#endif\n" -" ));\n" -"\n" -"#endif\n" -"# ifdef USECUBEFILTER\n" -" color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n" -"# endif\n" -"\n" -"#ifdef USESHADOWMAP2D\n" -"#ifdef USESHADOWMAPVSDCT\n" -"// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n" -"#else\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, 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.r = half(shadowmaptc.z);\n" -"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n" -"// color.r = half(shadowmaptc.z);\n" -"// color.r = 1;\n" -"// color.rgb = abs(CubeVector);\n" -"#endif\n" -"// color.rgb = half3(1,1,1);\n" -"#endif // MODE_LIGHTSOURCE\n" -"\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" -"#endif // MODE_LIGHTDIRECTION\n" -"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\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" -" // convert modelspace light vector to tangentspace\n" -" half3 lightnormal = half3(dot(lightnormal_modelspace, half3(VectorS)), dot(lightnormal_modelspace, half3(VectorT)), dot(lightnormal_modelspace, half3(VectorR)));\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" -" // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n" -" // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n" -" // to map the luxels to coordinates on the draw surfaces), which also causes\n" -" // deluxemaps to be wrong because light contributions from the wrong side of the surface\n" -" // are added up. To prevent divisions by zero or strong exaggerations, a max()\n" -" // nudge is done here at expense of some additional fps. This is ONLY needed for\n" -" // deluxemaps, tangentspace deluxemap avoid this problem by design.\n" -" lightcolor *= 1.0 / max(0.25, lightnormal.z);\n" -"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" -"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\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" -"#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" -"#endif // MODE_FAKELIGHT\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_LIGHTMAP\n" -" color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n" -"#endif // MODE_LIGHTMAP\n" -"#ifdef MODE_VERTEXCOLOR\n" -" color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n" -"#endif // MODE_VERTEXCOLOR\n" -"#ifdef MODE_FLATCOLOR\n" -" color.rgb = diffusetex * Color_Ambient;\n" -"#endif // MODE_FLATCOLOR\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef SHADING\n" -"# ifdef USEDIFFUSE\n" -" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" -"# ifdef USESPECULAR\n" -"# ifdef USEEXACTSPECULARMATH\n" -" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a));\n" -"# else\n" -" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n" -" half specular = half(pow(half(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" -" color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n" -"# endif\n" -"# else\n" -" color.rgb = diffusetex * Color_Ambient;\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef USESHADOWMAPORTHO\n" -" color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n" -"#endif\n" -"\n" -"#ifdef USEDEFERREDLIGHTMAP\n" -" float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n" -" color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n" -" color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n" -"// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n" -"// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n" -"#endif\n" -"\n" -"#ifdef USEGLOW\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, offsetMappedTexture2D(Texture_Glow).rgb, terrainblend)) * Color_Glow;\n" -"#else\n" -" color.rgb += half3(offsetMappedTexture2D(Texture_Glow).rgb) * Color_Glow;\n" -"#endif\n" -"#endif\n" -"\n" -"#ifdef USEFOG\n" -" color.rgb = half3(FogVertex(color, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture));\n" -"#endif\n" -"\n" -" // 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" -" float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" -" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" -" float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n" -" float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\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" -" // content.\n" -" // Remove this 'ack once we have a better way to stop this thing from\n" -" // 'appening.\n" -" float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n" -" ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n" -" color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n" -"#endif\n" -"\n" -" dp_FragColor = float4(color);\n" -"}\n" -"#endif // FRAGMENT_SHADER\n" -"\n" -"#endif // !MODE_DEFERREDLIGHTSOURCE\n" -"#endif // !MODE_DEFERREDGEOMETRY\n" -"#endif // !MODE_WATER\n" -"#endif // !MODE_REFRACTION\n" -"#endif // !MODE_BLOOMBLUR\n" -"#endif // !MODE_GENERIC\n" -"#endif // !MODE_POSTPROCESS\n" -"#endif // !MODE_SHOWDEPTH\n" -"#endif // !MODE_DEPTH_OR_SHADOW\n" +"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n", +"// written by Forest 'LordHavoc' Hale\n", +"// shadowmapping enhancements by Lee 'eihrul' Salzman\n", +"\n", +"// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n", +"#if defined(USEREFLECTION)\n", +"#undef USESHADOWMAPORTHO\n", +"#endif\n", +"\n", +"#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) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n", +"#define USELIGHTMAP\n", +"#endif\n", +"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n", +"#define USEEYEVECTOR\n", +"#endif\n", +"\n", +"#ifdef FRAGMENT_SHADER\n", +"#ifdef HLSL\n", +"//#undef USESHADOWMAPPCF\n", +"//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n", +"#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n", +"#else\n", +"#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\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\n", +"(\n", +"float4 position,\n", +"float ClientTime\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", +"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, ClientTime);\n", +"#endif\n", +" Depth = gl_Position.z;\n", +"}\n", +"#endif\n", +"\n", +"#ifdef FRAGMENT_SHADER\n", +"void main\n", +"(\n", +"float Depth : TEXCOORD0,\n", +"out float4 dp_FragColor : COLOR\n", +")\n", +"{\n", +"// float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n", +" float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n", +" temp.yz -= floor(temp.yz);\n", +" dp_FragColor = temp;\n", +"// dp_FragColor = float4(Depth,0,0,0);\n", +"}\n", +"#endif\n", +"#else // !MODE_DEPTH_OR_SHADOW\n", +"\n", +"\n", +"\n", +"\n", +"#ifdef MODE_POSTPROCESS\n", +"\n", +"#ifdef VERTEX_SHADER\n", +"void main\n", +"(\n", +"float4 gl_Vertex : POSITION,\n", +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n", +"float4 gl_MultiTexCoord0 : TEXCOORD0,\n", +"float4 gl_MultiTexCoord4 : TEXCOORD4,\n", +"out float4 gl_Position : POSITION,\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", +" TexCoord1 = gl_MultiTexCoord0.xy;\n", +"#ifdef USEBLOOM\n", +" TexCoord2 = gl_MultiTexCoord4.xy;\n", +"#endif\n", +"}\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", +"#endif\n", +"#ifdef USEGAMMARAMPS\n", +"uniform sampler Texture_GammaRamps : register(s2),\n", +"#endif\n", +"#ifdef USESATURATION\n", +"uniform float Saturation : register(c30),\n", +"#endif\n", +"#ifdef USEVIEWTINT\n", +"uniform float4 ViewTintColor : register(c41),\n", +"#endif\n", +"uniform float4 UserVec1 : register(c37),\n", +"uniform float4 UserVec2 : register(c38),\n", +"uniform float4 UserVec3 : register(c39),\n", +"uniform float4 UserVec4 : register(c40),\n", +"uniform float ClientTime : register(c2),\n", +"uniform float2 PixelSize : register(c25),\n", +"uniform float4 BloomColorSubtract : register(c43),\n", +"out float4 dp_FragColor : COLOR\n", +")\n", +"{\n", +" dp_FragColor = tex2D(Texture_First, TexCoord1);\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", +" float2 px = PixelSize;\n", +" float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n", +" float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n", +" float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n", +" float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n", +" float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n", +" float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n", +" float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n", +" float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n", +" float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n", +" float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n", +" float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n", +" float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n", +" float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n", +" float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n", +" float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n", +" float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n", +" float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n", +" float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n", +" float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n", +" float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n", +" float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n", +" float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n", +" float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n", +" float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n", +" sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n", +" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n", +" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n", +" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n", +" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n", +" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.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", +" float y = dot(dp_FragColor.rgb, float3(0.299, 0.587, 0.114));\n", +" // 'vampire sight' effect, wheres red is compensated\n", +" #ifdef SATURATION_REDCOMPENSATE\n", +" float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n", +" dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n", +" dp_FragColor.r += r;\n", +" #else\n", +" // normal desaturation\n", +" //dp_FragColor = float3(y,y,y) + (dp_FragColor.rgb - float3(y)) * Saturation;\n", +" dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n", +" #endif\n", +"#endif\n", +"\n", +"#ifdef USEGAMMARAMPS\n", +" dp_FragColor.r = tex2D(Texture_GammaRamps, float2(dp_FragColor.r, 0)).r;\n", +" dp_FragColor.g = tex2D(Texture_GammaRamps, float2(dp_FragColor.g, 0)).g;\n", +" dp_FragColor.b = tex2D(Texture_GammaRamps, float2(dp_FragColor.b, 0)).b;\n", +"#endif\n", +"}\n", +"#endif\n", +"#else // !MODE_POSTPROCESS\n", +"\n", +"\n", +"\n", +"\n", +"#ifdef MODE_GENERIC\n", +"#ifdef VERTEX_SHADER\n", +"void main\n", +"(\n", +"float4 gl_Vertex : POSITION,\n", +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\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", +"#ifdef USESPECULAR\n", +"out float2 TexCoord2 : TEXCOORD1,\n", +"#endif\n", +"out float4 gl_FrontColor : COLOR\n", +")\n", +"{\n", +" gl_FrontColor = gl_Color;\n", +"#ifdef USEDIFFUSE\n", +" TexCoord1 = gl_MultiTexCoord0.xy;\n", +"#endif\n", +"#ifdef USESPECULAR\n", +" TexCoord2 = gl_MultiTexCoord1.xy;\n", +"#endif\n", +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n", +"#ifdef USETRIPPY\n", +" gl_Position = TrippyVertex(gl_Position, ClientTime);\n", +"#endif\n", +"}\n", +"#endif\n", +"\n", +"#ifdef FRAGMENT_SHADER\n", +"\n", +"void main\n", +"(\n", +"float4 gl_FrontColor : COLOR0,\n", +"float2 TexCoord1 : TEXCOORD0,\n", +"float2 TexCoord2 : TEXCOORD1,\n", +"#ifdef USEDIFFUSE\n", +"uniform sampler Texture_First : register(s0),\n", +"#endif\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", +"uniform half Alpha : register(c0),\n", +"out float4 dp_FragColor : COLOR\n", +")\n", +"{\n", +"#ifdef USEVIEWTINT\n", +" dp_FragColor = gl_FrontColor;\n", +"#else\n", +" 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 *= tex2D(Texture_First, TexCoord1).rgb;\n", +"# else\n", +" dp_FragColor *= tex2D(Texture_First, TexCoord1);\n", +"# endif\n", +"#endif\n", +"\n", +"#ifdef USESPECULAR\n", +" float4 tex2 = tex2D(Texture_Second, TexCoord2);\n", +"# ifdef USECOLORMAPPING\n", +" dp_FragColor *= tex2;\n", +"# endif\n", +"# ifdef USEGLOW\n", +" dp_FragColor += tex2;\n", +"# endif\n", +"# ifdef USEVERTEXTEXTUREBLEND\n", +" dp_FragColor = lerp(dp_FragColor, tex2, tex2.a);\n", +"# endif\n", +"#endif\n", +"#ifdef USEGAMMARAMPS\n", +" dp_FragColor.r = tex2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n", +" dp_FragColor.g = tex2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n", +" dp_FragColor.b = tex2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n", +"#endif\n", +"#ifdef USEALPHAKILL\n", +" dp_FragColor.a *= Alpha;\n", +"#endif\n", +"}\n", +"#endif\n", +"#else // !MODE_GENERIC\n", +"\n", +"\n", +"\n", +"\n", +"#ifdef MODE_BLOOMBLUR\n", +"#ifdef VERTEX_SHADER\n", +"void main\n", +"(\n", +"float4 gl_Vertex : POSITION,\n", +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n", +"float4 gl_MultiTexCoord0 : TEXCOORD0,\n", +"out float4 gl_Position : POSITION,\n", +"out float2 TexCoord : TEXCOORD0\n", +")\n", +"{\n", +" TexCoord = gl_MultiTexCoord0.xy;\n", +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n", +"}\n", +"#endif\n", +"\n", +"#ifdef FRAGMENT_SHADER\n", +"\n", +"void main\n", +"(\n", +"float2 TexCoord : TEXCOORD0,\n", +"uniform sampler Texture_First : register(s0),\n", +"uniform float4 BloomBlur_Parameters : register(c1),\n", +"out float4 dp_FragColor : COLOR\n", +")\n", +"{\n", +" int i;\n", +" float2 tc = TexCoord;\n", +" float3 color = tex2D(Texture_First, tc).rgb;\n", +" tc += BloomBlur_Parameters.xy;\n", +" for (i = 1;i < SAMPLES;i++)\n", +" {\n", +" color += tex2D(Texture_First, tc).rgb;\n", +" tc += BloomBlur_Parameters.xy;\n", +" }\n", +" dp_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n", +"}\n", +"#endif\n", +"#else // !MODE_BLOOMBLUR\n", +"#ifdef MODE_REFRACTION\n", +"#ifdef VERTEX_SHADER\n", +"void main\n", +"(\n", +"float4 gl_Vertex : POSITION,\n", +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n", +"#ifdef USEALPHAGENVERTEX\n", +"float4 gl_Color : COLOR0,\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", +"out float4 gl_Position : POSITION,\n", +"out float2 TexCoord : TEXCOORD0,\n", +"out float3 EyeVector : TEXCOORD1,\n", +"out float4 ModelViewProjectionPosition : TEXCOORD2\n", +")\n", +"{\n", +"#ifdef USEALPHAGENVERTEX\n", +" gl_FrontColor = gl_Color;\n", +"#endif\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, ClientTime);\n", +"#endif\n", +"}\n", +"#endif\n", +"\n", +"#ifdef FRAGMENT_SHADER\n", +"void main\n", +"(\n", +"#ifdef USEALPHAGENVERTEX\n", +"float4 gl_FrontColor : COLOR,\n", +"#endif\n", +"float2 TexCoord : TEXCOORD0,\n", +"float3 EyeVector : TEXCOORD1,\n", +"float4 ModelViewProjectionPosition : TEXCOORD2,\n", +"uniform sampler Texture_Normal : register(s0),\n", +"uniform sampler Texture_Refraction : register(s3),\n", +"uniform sampler Texture_Reflection : register(s7),\n", +"uniform float4 DistortScaleRefractReflect : register(c14),\n", +"uniform float4 ScreenScaleRefractReflect : register(c32),\n", +"uniform float4 ScreenCenterRefractReflect : register(c31),\n", +"uniform float4 RefractColor : register(c29),\n", +"out float4 dp_FragColor : COLOR\n", +")\n", +"{\n", +" float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n", +" //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n", +" float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n", +"#ifdef USEALPHAGENVERTEX\n", +" float2 distort = DistortScaleRefractReflect.xy * gl_FrontColor.a;\n", +" float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n", +"#else\n", +" float2 distort = DistortScaleRefractReflect.xy;\n", +" float4 refractcolor = RefractColor;\n", +"#endif\n", +" float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * distort;\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", +" // content.\n", +" // Remove this 'ack once we have a better way to stop this thing from\n", +" // 'appening.\n", +" float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n", +" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n", +" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n", +" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n", +" ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n", +" dp_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * refractcolor;\n", +"}\n", +"#endif\n", +"#else // !MODE_REFRACTION\n", +"\n", +"\n", +"\n", +"\n", +"#ifdef MODE_WATER\n", +"#ifdef VERTEX_SHADER\n", +"\n", +"void main\n", +"(\n", +"float4 gl_Vertex : POSITION,\n", +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n", +"#ifdef USEALPHAGENVERTEX\n", +"float4 gl_Color : COLOR0,\n", +"#endif\n", +"float4 gl_MultiTexCoord0 : TEXCOORD0,\n", +"float4 gl_MultiTexCoord1 : TEXCOORD1,\n", +"float4 gl_MultiTexCoord2 : TEXCOORD2,\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", +"out float4 gl_Position : POSITION,\n", +"out float2 TexCoord : TEXCOORD0,\n", +"out float3 EyeVector : TEXCOORD1,\n", +"out float4 ModelViewProjectionPosition : TEXCOORD2\n", +")\n", +"{\n", +"#ifdef USEALPHAGENVERTEX\n", +" gl_FrontColor = gl_Color;\n", +"#endif\n", +" TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n", +" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n", +" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), 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, ClientTime);\n", +"#endif\n", +"}\n", +"#endif\n", +"\n", +"#ifdef FRAGMENT_SHADER\n", +"void main\n", +"(\n", +"#ifdef USEALPHAGENVERTEX\n", +"float4 gl_FrontColor : COLOR,\n", +"#endif\n", +"float2 TexCoord : TEXCOORD0,\n", +"float3 EyeVector : TEXCOORD1,\n", +"float4 ModelViewProjectionPosition : TEXCOORD2,\n", +"uniform sampler Texture_Normal : register(s0),\n", +"uniform sampler Texture_Refraction : register(s3),\n", +"uniform sampler Texture_Reflection : register(s7),\n", +"uniform float4 DistortScaleRefractReflect : register(c14),\n", +"uniform float4 ScreenScaleRefractReflect : register(c32),\n", +"uniform float4 ScreenCenterRefractReflect : register(c31),\n", +"uniform float4 RefractColor : register(c29),\n", +"uniform float4 ReflectColor : register(c26),\n", +"uniform float ReflectFactor : register(c27),\n", +"uniform float ReflectOffset : register(c28),\n", +"out float4 dp_FragColor : COLOR\n", +")\n", +"{\n", +" float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n", +" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n", +" float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n", +" //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n", +"#ifdef USEALPHAGENVERTEX\n", +" float4 distort = DistortScaleRefractReflect * gl_FrontColor.a;\n", +" float reflectoffset = ReflectOffset * gl_FrontColor.a;\n", +" float reflectfactor = ReflectFactor * gl_FrontColor.a;\n", +" float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n", +"#else\n", +" float4 distort = DistortScaleRefractReflect;\n", +" float reflectoffset = ReflectOffset;\n", +" float reflectfactor = ReflectFactor;\n", +" float4 refractcolor = RefractColor;\n", +"#endif\n", +" float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * distort;\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", +" // content.\n", +" // Remove this 'ack once we have a better way to stop this thing from\n", +" // 'appening.\n", +" float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n", +" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n", +" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n", +" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n", +" ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n", +" f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n", +" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n", +" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n", +" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n", +" ScreenTexCoord.zw = lerp(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 = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n", +"}\n", +"#endif\n", +"#else // !MODE_WATER\n", +"\n", +"\n", +"\n", +"\n", +"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n", +"\n", +"// fragment shader specific:\n", +"#ifdef FRAGMENT_SHADER\n", +"\n", +"#ifdef USEFOG\n", +"float3 FogVertex(float4 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n", +"{\n", +" float fogfrac;\n", +" float3 fc = FogColor;\n", +"#ifdef USEFOGALPHAHACK\n", +" fc *= surfacecolor.a;\n", +"#endif\n", +"#ifdef USEFOGHEIGHTTEXTURE\n", +" float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n", +" fogfrac = fogheightpixel.a;\n", +" return lerp(fogheightpixel.rgb * fc, surfacecolor.rgb, tex2D(Texture_FogMask, float2(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 lerp(fc, surfacecolor.rgb, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n", +"#endif\n", +"}\n", +"#endif\n", +"\n", +"#ifdef USEOFFSETMAPPING\n", +"float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float OffsetMapping_Bias, float OffsetMapping_LodDistance, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n", +"{\n", +" float i;\n", +" // distance-based LOD\n", +"#ifdef USEOFFSETMAPPING_LOD\n", +" //float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n", +" //float4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n", +" 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", +" float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n", +"#else\n", +" float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n", +"#endif\n", +" float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n", +" float4 ScaleSteps = float4(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", +" // 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", +" //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1), -1);\n", +" //float3 OffsetVector = float3(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1), -1);\n", +" float3 OffsetVector = float3(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1), -1);\n", +" float3 RT = float3(float2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n", +" OffsetVector *= ScaleSteps.z;\n", +" for(i = 1.0; i < ScaleSteps.y; ++i)\n", +" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n", +" for(i = 0.0, f = 1.0; i < 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", +" //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1));\n", +" //float2 OffsetVector = float2(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1));\n", +" float2 OffsetVector = float2(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1));\n", +" OffsetVector *= ScaleSteps.z;\n", +" for(i = 0.0; i < ScaleSteps.y; ++i)\n", +" TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n", +" return TexCoord;\n", +"#endif\n", +"}\n", +"#endif // USEOFFSETMAPPING\n", +"\n", +"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n", +"#if defined(USESHADOWMAP2D)\n", +"# ifdef USESHADOWMAPORTHO\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", +" float3 adir = abs(dir);\n", +" float2 mparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n", +" float4 proj = texCUBE(Texture_CubeProjection, dir);\n", +" return float3(lerp(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n", +"}\n", +"# else\n", +"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n", +"{\n", +" float3 adir = abs(dir);\n", +" float m; float4 proj;\n", +" if (adir.x > adir.y) { m = adir.x; proj = float4(dir.zyx, 0.5); } else { m = adir.y; proj = float4(dir.xzy, 1.5); }\n", +" if (adir.z > m) { m = adir.z; proj = float4(dir, 2.5); }\n", +"#ifdef HLSL\n", +" return float3(proj.xy * ShadowMap_Parameters.x / m + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64 * ShadowMap_Parameters.w);\n", +"#else\n", +" float2 mparams = ShadowMap_Parameters.xy / m;\n", +" return float3(proj.xy * mparams.x + float2(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", +"#endif // defined(USESHADOWMAP2D)\n", +"\n", +"# ifdef USESHADOWMAP2D\n", +"#ifdef USESHADOWMAPVSDCT\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, float4 ShadowMap_TextureScale)\n", +"#endif\n", +"{\n", +"#ifdef USESHADOWMAPVSDCT\n", +" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection) + float3(ShadowMap_TextureScale.zw, 0.0f);\n", +"#else\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.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.xy, shadowmaptc.z, 1.0)).r;\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, int2(x, y))\n", +"# else\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.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", +" float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n", +" float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n", +" float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n", +" float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n", +" float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n", +" float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n", +" float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n", +" float4 locols = float4(group1.ab, group3.ab);\n", +" float4 hicols = float4(group7.rg, group9.rg);\n", +" locols.yz += group2.ab;\n", +" hicols.yz += group8.rg;\n", +" float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n", +" float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n", +" lerp(locols, hicols, offset.y);\n", +" float4 cols = group5 + float4(group2.rg, group8.ab);\n", +" cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n", +" f = dot(cols, float4(1.0/25.0));\n", +"# else\n", +" float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n", +" float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n", +" float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n", +" float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n", +" float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n", +" lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n", +" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n", +"# endif\n", +"# else\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.xy).r \n", +"# endif\n", +"# if USESHADOWMAPPCF > 1\n", +" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\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 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\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.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", +" float3 cols = row2 + lerp(row1, row3, offset.y);\n", +" f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n", +"# endif\n", +"# endif\n", +"# else\n", +" f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);\n", +"# endif\n", +"# endif\n", +"# ifdef USESHADOWMAPORTHO\n", +" return lerp(ShadowMap_Parameters.w, 1.0, f);\n", +"# else\n", +" return f;\n", +"# endif\n", +"}\n", +"# endif\n", +"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n", +"#endif // FRAGMENT_SHADER\n", +"\n", +"\n", +"\n", +"\n", +"#ifdef MODE_DEFERREDGEOMETRY\n", +"#ifdef VERTEX_SHADER\n", +"void main\n", +"(\n", +"float4 gl_Vertex : POSITION,\n", +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +"float4 gl_Color : COLOR0,\n", +"#endif\n", +"float4 gl_MultiTexCoord0 : TEXCOORD0,\n", +"float4 gl_MultiTexCoord1 : TEXCOORD1,\n", +"float4 gl_MultiTexCoord2 : TEXCOORD2,\n", +"float4 gl_MultiTexCoord3 : TEXCOORD3,\n", +"uniform float4x4 TexMatrix : register(c0),\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +"uniform float4x4 BackgroundTexMatrix : register(c4),\n", +"#endif\n", +"uniform float4x4 ModelViewMatrix : register(c12),\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", +"#endif\n", +"out float4 TexCoordBoth : TEXCOORD0,\n", +"#ifdef USEOFFSETMAPPING\n", +"out float3 EyeVector : TEXCOORD2,\n", +"#endif\n", +"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n", +"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n", +"out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n", +")\n", +"{\n", +" TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +" gl_FrontColor = gl_Color;\n", +" TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n", +"#endif\n", +"\n", +" // transform unnormalized eye direction into tangent space\n", +"#ifdef USEOFFSETMAPPING\n", +" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n", +" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n", +"#endif\n", +"\n", +" VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\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, ClientTime);\n", +"#endif\n", +" VectorR.w = mul(ModelViewMatrix, gl_Vertex).z;\n", +"}\n", +"#endif // VERTEX_SHADER\n", +"\n", +"#ifdef FRAGMENT_SHADER\n", +"void main\n", +"(\n", +"float4 TexCoordBoth : TEXCOORD0,\n", +"float3 EyeVector : TEXCOORD2,\n", +"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n", +"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n", +"float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n", +"uniform sampler Texture_Normal : register(s0),\n", +"#ifdef USEALPHAKILL\n", +"uniform sampler Texture_Color : register(s1),\n", +"#endif\n", +"uniform sampler Texture_Gloss : register(s2),\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +"uniform sampler Texture_SecondaryNormal : register(s4),\n", +"uniform sampler Texture_SecondaryGloss : register(s6),\n", +"#endif\n", +"#ifdef USEOFFSETMAPPING\n", +"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n", +"uniform float4 OffsetMapping_LodDistance : register(c53),\n", +"uniform float OffsetMapping_Bias : register(c54),\n", +"#endif\n", +"uniform half SpecularPower : register(c36),\n", +"out float4 dp_FragColor : COLOR\n", +")\n", +"{\n", +" float2 TexCoord = TexCoordBoth.xy;\n", +"#ifdef USEOFFSETMAPPING\n", +" // apply offsetmapping\n", +" float2 dPdx = ddx(TexCoord);\n", +" float2 dPdy = ddy(TexCoord);\n", +" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n", +"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n", +"#else\n", +"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n", +"#endif\n", +"\n", +"#ifdef USEALPHAKILL\n", +" if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n", +" discard;\n", +"#endif\n", +"\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +" float alpha = offsetMappedTexture2D(Texture_Color).a;\n", +" float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n", +" //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n", +" //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n", +"#endif\n", +"\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +" float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n", +" float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n", +"#else\n", +" float3 surfacenormal = offsetMappedTexture2D(Texture_Normal).rgb - float3(0.5, 0.5, 0.5);\n", +" float a = offsetMappedTexture2D(Texture_Gloss).a;\n", +"#endif\n", +"\n", +" float3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n", +" dp_FragColor = float4(pixelnormal.x, pixelnormal.y, VectorR.w, a);\n", +"}\n", +"#endif // FRAGMENT_SHADER\n", +"#else // !MODE_DEFERREDGEOMETRY\n", +"\n", +"\n", +"\n", +"\n", +"#ifdef MODE_DEFERREDLIGHTSOURCE\n", +"#ifdef VERTEX_SHADER\n", +"void main\n", +"(\n", +"float4 gl_Vertex : POSITION,\n", +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n", +"uniform float4x4 ModelViewMatrix : register(c12),\n", +"out float4 gl_Position : POSITION,\n", +"out float4 ModelViewPosition : TEXCOORD0\n", +")\n", +"{\n", +" ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n", +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n", +"}\n", +"#endif // VERTEX_SHADER\n", +"\n", +"#ifdef FRAGMENT_SHADER\n", +"void main\n", +"(\n", +"#ifdef HLSL\n", +"float2 Pixel : VPOS,\n", +"#else\n", +"float2 Pixel : WPOS,\n", +"#endif\n", +"float4 ModelViewPosition : TEXCOORD0,\n", +"uniform float4x4 ViewToLight : register(c44),\n", +"uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n", +"uniform float3 LightPosition : register(c23),\n", +"uniform half2 PixelToScreenTexCoord : register(c42),\n", +"uniform half3 DeferredColor_Ambient : register(c9),\n", +"uniform half3 DeferredColor_Diffuse : register(c10),\n", +"#ifdef USESPECULAR\n", +"uniform half3 DeferredColor_Specular : register(c11),\n", +"uniform half SpecularPower : register(c36),\n", +"#endif\n", +"uniform sampler Texture_Attenuation : register(s9),\n", +"uniform sampler Texture_ScreenDepth : register(s13),\n", +"uniform sampler Texture_ScreenNormalMap : register(s14),\n", +"\n", +"#ifdef USECUBEFILTER\n", +"uniform samplerCUBE Texture_Cube : register(s10),\n", +"#endif\n", +"\n", +"#ifdef USESHADOWMAP2D\n", +"# ifdef USESHADOWSAMPLER\n", +"uniform sampler Texture_ShadowMap2D : register(s15),\n", +"# else\n", +"uniform sampler Texture_ShadowMap2D : register(s15),\n", +"# endif\n", +"#endif\n", +"\n", +"#ifdef USESHADOWMAPVSDCT\n", +"uniform samplerCUBE Texture_CubeProjection : register(s12),\n", +"#endif\n", +"\n", +"#if defined(USESHADOWMAP2D)\n", +"uniform float4 ShadowMap_TextureScale : register(c35),\n", +"uniform float4 ShadowMap_Parameters : register(c34),\n", +"#endif\n", +"\n", +"out float4 gl_FragData0 : COLOR0,\n", +"out float4 gl_FragData1 : COLOR1\n", +")\n", +"{\n", +" // calculate viewspace pixel position\n", +" float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n", +" float3 position;\n", +" // get the geometry information (depth, normal, specular exponent)\n", +" half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n", +" // decode viewspace pixel normal\n", +"// float3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n", +" float3 surfacenormal = half3(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", +" // eyevector = pixel to view in viewspace\n", +" float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n", +" half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n", +"#ifdef USEDIFFUSE\n", +" // calculate diffuse shading\n", +" half3 lightnormal = half3(normalize(LightPosition - position));\n", +" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n", +"#endif\n", +"#ifdef USESPECULAR\n", +" // calculate directional shading\n", +" float3 eyevector = position * -1.0;\n", +"# ifdef USEEXACTSPECULARMATH\n", +" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 1.0 + SpecularPower * normalmap.a));\n", +"# else\n", +" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n", +" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * normalmap.a));\n", +"# endif\n", +"#endif\n", +"\n", +"#if defined(USESHADOWMAP2D)\n", +" fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n", +"#ifdef USESHADOWMAPVSDCT\n", +", Texture_CubeProjection\n", +"#endif\n", +" ));\n", +"#endif\n", +"\n", +"#ifdef USEDIFFUSE\n", +" gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n", +"#else\n", +" gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n", +"#endif\n", +"#ifdef USESPECULAR\n", +" gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n", +"#else\n", +" gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n", +"#endif\n", +"\n", +"# ifdef USECUBEFILTER\n", +" float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n", +" gl_FragData0.rgb *= cubecolor;\n", +" gl_FragData1.rgb *= cubecolor;\n", +"# endif\n", +"}\n", +"#endif // FRAGMENT_SHADER\n", +"#else // !MODE_DEFERREDLIGHTSOURCE\n", +"\n", +"\n", +"\n", +"\n", +"#ifdef VERTEX_SHADER\n", +"void main\n", +"(\n", +"float4 gl_Vertex : POSITION,\n", +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\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", +"float4 gl_MultiTexCoord1 : TEXCOORD1,\n", +"float4 gl_MultiTexCoord2 : TEXCOORD2,\n", +"float4 gl_MultiTexCoord3 : TEXCOORD3,\n", +"float4 gl_MultiTexCoord4 : TEXCOORD4,\n", +"\n", +"uniform float3 EyePosition : register(c24),\n", +"uniform float4x4 TexMatrix : register(c0),\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +"uniform float4x4 BackgroundTexMatrix : register(c4),\n", +"#endif\n", +"#ifdef MODE_LIGHTSOURCE\n", +"uniform float4x4 ModelToLight : register(c20),\n", +"#endif\n", +"#ifdef MODE_LIGHTSOURCE\n", +"uniform float3 LightPosition : register(c27),\n", +"#endif\n", +"#ifdef MODE_LIGHTDIRECTION\n", +"uniform float3 LightDir : register(c26),\n", +"#endif\n", +"uniform float4 FogPlane : register(c25),\n", +"#ifdef MODE_DEFERREDLIGHTSOURCE\n", +"uniform float3 LightPosition : register(c27),\n", +"#endif\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", +"out float4 TexCoordBoth : TEXCOORD0,\n", +"#ifdef USELIGHTMAP\n", +"out float2 TexCoordLightmap : TEXCOORD1,\n", +"#endif\n", +"#ifdef USEEYEVECTOR\n", +"out float3 EyeVector : TEXCOORD2,\n", +"#endif\n", +"#ifdef USEREFLECTION\n", +"out float4 ModelViewProjectionPosition : TEXCOORD3,\n", +"#endif\n", +"#ifdef USEFOG\n", +"out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n", +"#endif\n", +"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n", +"out float3 LightVector : TEXCOORD1,\n", +"#endif\n", +"#ifdef MODE_LIGHTSOURCE\n", +"out float3 CubeVector : TEXCOORD3,\n", +"#endif\n", +"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n", +"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n", +"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n", +"out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n", +"#endif\n", +"#ifdef USESHADOWMAPORTHO\n", +"out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n", +"#endif\n", +"out float4 gl_Position : POSITION\n", +")\n", +"{\n", +"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n", +" gl_FrontColor = gl_Color;\n", +"#endif\n", +" // copy the surface texcoord\n", +" TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +" TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n", +"#endif\n", +"#ifdef USELIGHTMAP\n", +" TexCoordLightmap = gl_MultiTexCoord4.xy;\n", +"#endif\n", +"\n", +"#ifdef MODE_LIGHTSOURCE\n", +" // transform vertex position into light attenuation/cubemap space\n", +" // (-1 to +1 across the light box)\n", +" CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n", +"\n", +"# ifdef USEDIFFUSE\n", +" // transform unnormalized light direction into tangent space\n", +" // (we use unnormalized to ensure that it interpolates correctly and then\n", +" // normalize it per pixel)\n", +" float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n", +" LightVector = float3(dot(lightminusvertex, gl_MultiTexCoord1.xyz), dot(lightminusvertex, gl_MultiTexCoord2.xyz), dot(lightminusvertex, gl_MultiTexCoord3.xyz));\n", +"# endif\n", +"#endif\n", +"\n", +"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n", +" LightVector = float3(dot(LightDir, gl_MultiTexCoord1.xyz), dot(LightDir, gl_MultiTexCoord2.xyz), dot(LightDir, gl_MultiTexCoord3.xyz));\n", +"#endif\n", +"\n", +" // transform unnormalized eye direction into tangent space\n", +"#ifdef USEEYEVECTOR\n", +" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n", +" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n", +"#endif\n", +"\n", +"#ifdef USEFOG\n", +" EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n", +" EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n", +"#endif\n", +"\n", +"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", +" VectorS = gl_MultiTexCoord1.xyz;\n", +" VectorT = gl_MultiTexCoord2.xyz;\n", +" VectorR = gl_MultiTexCoord3.xyz;\n", +"#endif\n", +"\n", +" // transform vertex to camera space, using ftransform to match non-VS rendering\n", +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n", +"\n", +"#ifdef USESHADOWMAPORTHO\n", +" ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n", +"#endif\n", +"\n", +"#ifdef USEREFLECTION\n", +" ModelViewProjectionPosition = gl_Position;\n", +"#endif\n", +"#ifdef USETRIPPY\n", +" gl_Position = TrippyVertex(gl_Position, ClientTime);\n", +"#endif\n", +"}\n", +"#endif // VERTEX_SHADER\n", +"\n", +"\n", +"\n", +"\n", +"#ifdef FRAGMENT_SHADER\n", +"void main\n", +"(\n", +"#ifdef USEDEFERREDLIGHTMAP\n", +"#ifdef HLSL\n", +"float2 Pixel : VPOS,\n", +"#else\n", +"float2 Pixel : WPOS,\n", +"#endif\n", +"#endif\n", +"float4 gl_FrontColor : COLOR,\n", +"float4 TexCoordBoth : TEXCOORD0,\n", +"#ifdef USELIGHTMAP\n", +"float2 TexCoordLightmap : TEXCOORD1,\n", +"#endif\n", +"#ifdef USEEYEVECTOR\n", +"float3 EyeVector : TEXCOORD2,\n", +"#endif\n", +"#ifdef USEREFLECTION\n", +"float4 ModelViewProjectionPosition : TEXCOORD3,\n", +"#endif\n", +"#ifdef USEFOG\n", +"float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n", +"#endif\n", +"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n", +"float3 LightVector : TEXCOORD1,\n", +"#endif\n", +"#ifdef MODE_LIGHTSOURCE\n", +"float3 CubeVector : TEXCOORD3,\n", +"#endif\n", +"#ifdef MODE_DEFERREDLIGHTSOURCE\n", +"float4 ModelViewPosition : TEXCOORD0,\n", +"#endif\n", +"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n", +"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n", +"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n", +"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n", +"#endif\n", +"#ifdef USESHADOWMAPORTHO\n", +"float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n", +"#endif\n", +"\n", +"uniform sampler Texture_Normal : register(s0),\n", +"uniform sampler Texture_Color : register(s1),\n", +"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n", +"uniform sampler Texture_Gloss : register(s2),\n", +"#endif\n", +"#ifdef USEGLOW\n", +"uniform sampler Texture_Glow : register(s3),\n", +"#endif\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +"uniform sampler Texture_SecondaryNormal : register(s4),\n", +"uniform sampler Texture_SecondaryColor : register(s5),\n", +"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n", +"uniform sampler Texture_SecondaryGloss : register(s6),\n", +"#endif\n", +"#ifdef USEGLOW\n", +"uniform sampler Texture_SecondaryGlow : register(s7),\n", +"#endif\n", +"#endif\n", +"#ifdef USECOLORMAPPING\n", +"uniform sampler Texture_Pants : register(s4),\n", +"uniform sampler Texture_Shirt : register(s7),\n", +"#endif\n", +"#ifdef USEFOG\n", +"uniform sampler Texture_FogHeightTexture : register(s14),\n", +"uniform sampler Texture_FogMask : register(s8),\n", +"#endif\n", +"#ifdef USELIGHTMAP\n", +"uniform sampler Texture_Lightmap : register(s9),\n", +"#endif\n", +"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n", +"uniform sampler Texture_Deluxemap : register(s10),\n", +"#endif\n", +"#ifdef USEREFLECTION\n", +"uniform sampler Texture_Reflection : register(s7),\n", +"#endif\n", +"\n", +"#ifdef MODE_DEFERREDLIGHTSOURCE\n", +"uniform sampler Texture_ScreenDepth : register(s13),\n", +"uniform sampler Texture_ScreenNormalMap : register(s14),\n", +"#endif\n", +"#ifdef USEDEFERREDLIGHTMAP\n", +"uniform sampler Texture_ScreenDepth : register(s13),\n", +"uniform sampler Texture_ScreenNormalMap : register(s14),\n", +"uniform sampler Texture_ScreenDiffuse : register(s11),\n", +"uniform sampler Texture_ScreenSpecular : register(s12),\n", +"#endif\n", +"\n", +"#ifdef USECOLORMAPPING\n", +"uniform half3 Color_Pants : register(c7),\n", +"uniform half3 Color_Shirt : register(c8),\n", +"#endif\n", +"#ifdef USEFOG\n", +"uniform float3 FogColor : register(c16),\n", +"uniform float FogRangeRecip : register(c20),\n", +"uniform float FogPlaneViewDist : register(c19),\n", +"uniform float FogHeightFade : register(c17),\n", +"#endif\n", +"\n", +"#ifdef USEOFFSETMAPPING\n", +"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n", +"uniform float OffsetMapping_Bias : register(c54),\n", +"#endif\n", +"\n", +"#ifdef USEDEFERREDLIGHTMAP\n", +"uniform half2 PixelToScreenTexCoord : register(c42),\n", +"uniform half3 DeferredMod_Diffuse : register(c12),\n", +"uniform half3 DeferredMod_Specular : register(c13),\n", +"#endif\n", +"uniform half3 Color_Ambient : register(c3),\n", +"uniform half3 Color_Diffuse : register(c4),\n", +"uniform half3 Color_Specular : register(c5),\n", +"uniform half SpecularPower : register(c36),\n", +"#ifdef USEGLOW\n", +"uniform half3 Color_Glow : register(c6),\n", +"#endif\n", +"uniform half Alpha : register(c0),\n", +"#ifdef USEREFLECTION\n", +"uniform float4 DistortScaleRefractReflect : register(c14),\n", +"uniform float4 ScreenScaleRefractReflect : register(c32),\n", +"uniform float4 ScreenCenterRefractReflect : register(c31),\n", +"uniform half4 ReflectColor : register(c26),\n", +"#endif\n", +"#ifdef USEREFLECTCUBE\n", +"uniform float4x4 ModelToReflectCube : register(c48),\n", +"uniform sampler Texture_ReflectMask : register(s5),\n", +"uniform samplerCUBE Texture_ReflectCube : register(s6),\n", +"#endif\n", +"#ifdef MODE_LIGHTDIRECTION\n", +"uniform half3 LightColor : register(c21),\n", +"#endif\n", +"#ifdef MODE_LIGHTSOURCE\n", +"uniform half3 LightColor : register(c21),\n", +"#endif\n", +"\n", +"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n", +"uniform sampler Texture_Attenuation : register(s9),\n", +"uniform samplerCUBE Texture_Cube : register(s10),\n", +"#endif\n", +"\n", +"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n", +"\n", +"#ifdef USESHADOWMAP2D\n", +"# ifdef USESHADOWSAMPLER\n", +"uniform sampler Texture_ShadowMap2D : register(s15),\n", +"# else\n", +"uniform sampler Texture_ShadowMap2D : register(s15),\n", +"# endif\n", +"#endif\n", +"\n", +"#ifdef USESHADOWMAPVSDCT\n", +"uniform samplerCUBE Texture_CubeProjection : register(s12),\n", +"#endif\n", +"\n", +"#if defined(USESHADOWMAP2D)\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", +"\n", +"out float4 dp_FragColor : COLOR\n", +")\n", +"{\n", +" float2 TexCoord = TexCoordBoth.xy;\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +" float2 TexCoord2 = TexCoordBoth.zw;\n", +"#endif\n", +"#ifdef USEOFFSETMAPPING\n", +" // apply offsetmapping\n", +" float2 dPdx = ddx(TexCoord);\n", +" float2 dPdy = ddy(TexCoord);\n", +" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n", +"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n", +"#else\n", +"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n", +"#endif\n", +"\n", +" // combine the diffuse textures (base, pants, shirt)\n", +" half4 color = half4(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 += half3(offsetMappedTexture2D(Texture_Pants).rgb) * Color_Pants + half3(offsetMappedTexture2D(Texture_Shirt).rgb) * Color_Shirt;\n", +"#endif\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +"#ifdef USEBOTHALPHAS\n", +" half4 color2 = half4(tex2D(Texture_SecondaryColor, TexCoord2));\n", +" half terrainblend = clamp(half(gl_FrontColor.a) * color.a, half(1.0 - color2.a), half(1.0));\n", +" color.rgb = lerp(color2.rgb, color.rgb, terrainblend);\n", +"#else\n", +" half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n", +" //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n", +" //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n", +" color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n", +" color.a = 1.0;\n", +" //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n", +"#endif\n", +"#endif\n", +"#ifdef USEALPHAGENVERTEX\n", +" color.a *= gl_FrontColor.a;\n", +"#endif\n", +"\n", +" // get the surface normal\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +" half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n", +"#else\n", +" half3 surfacenormal = half3(normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5, 0.5, 0.5)));\n", +"#endif\n", +"\n", +" // get the material colors\n", +" half3 diffusetex = color.rgb;\n", +"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n", +"# ifdef USEVERTEXTEXTUREBLEND\n", +" half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), offsetMappedTexture2D(Texture_Gloss), terrainblend));\n", +"# else\n", +" half4 glosstex = half4(offsetMappedTexture2D(Texture_Gloss));\n", +"# endif\n", +"#endif\n", +"\n", +"#ifdef USEREFLECTCUBE\n", +" float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n", +" float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n", +" float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n", +" diffusetex += half3(offsetMappedTexture2D(Texture_ReflectMask).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n", +"#endif\n", +"\n", +"\n", +"\n", +"\n", +"#ifdef MODE_LIGHTSOURCE\n", +" // light source\n", +"#ifdef USEDIFFUSE\n", +" half3 lightnormal = half3(normalize(LightVector));\n", +" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n", +" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n", +"#ifdef USESPECULAR\n", +"#ifdef USEEXACTSPECULARMATH\n", +" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a));\n", +"#else\n", +" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n", +" half specular = half(pow(half(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", +"#else\n", +" color.rgb = diffusetex * Color_Ambient;\n", +"#endif\n", +" color.rgb *= LightColor;\n", +" color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n", +"#if defined(USESHADOWMAP2D)\n", +" color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n", +"#ifdef USESHADOWMAPVSDCT\n", +", Texture_CubeProjection\n", +"#endif\n", +" ));\n", +"\n", +"#endif\n", +"# ifdef USECUBEFILTER\n", +" color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n", +"# endif\n", +"\n", +"#ifdef USESHADOWMAP2D\n", +"#ifdef USESHADOWMAPVSDCT\n", +"// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n", +"#else\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.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.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.xy));\n", +"// color.r = half(shadowmaptc.z);\n", +"// color.r = 1;\n", +"// color.rgb = abs(CubeVector);\n", +"#endif\n", +"// color.rgb = half3(1,1,1);\n", +"#endif // MODE_LIGHTSOURCE\n", +"\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", +"#endif // MODE_LIGHTDIRECTION\n", +"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\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", +" // convert modelspace light vector to tangentspace\n", +" half3 lightnormal = half3(dot(lightnormal_modelspace, half3(VectorS)), dot(lightnormal_modelspace, half3(VectorT)), dot(lightnormal_modelspace, half3(VectorR)));\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", +" // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n", +" // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n", +" // to map the luxels to coordinates on the draw surfaces), which also causes\n", +" // deluxemaps to be wrong because light contributions from the wrong side of the surface\n", +" // are added up. To prevent divisions by zero or strong exaggerations, a max()\n", +" // nudge is done here at expense of some additional fps. This is ONLY needed for\n", +" // deluxemaps, tangentspace deluxemap avoid this problem by design.\n", +" lightcolor *= 1.0 / max(0.25, lightnormal.z);\n", +"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", +"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\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", +"#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", +"#endif // MODE_FAKELIGHT\n", +"\n", +"\n", +"\n", +"\n", +"#ifdef MODE_LIGHTMAP\n", +" color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n", +"#endif // MODE_LIGHTMAP\n", +"#ifdef MODE_VERTEXCOLOR\n", +" color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n", +"#endif // MODE_VERTEXCOLOR\n", +"#ifdef MODE_FLATCOLOR\n", +" color.rgb = diffusetex * Color_Ambient;\n", +"#endif // MODE_FLATCOLOR\n", +"\n", +"\n", +"\n", +"\n", +"#ifdef SHADING\n", +"# ifdef USEDIFFUSE\n", +" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n", +"# ifdef USESPECULAR\n", +"# ifdef USEEXACTSPECULARMATH\n", +" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a));\n", +"# else\n", +" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n", +" half specular = half(pow(half(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", +" color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n", +"# endif\n", +"# else\n", +" color.rgb = diffusetex * Color_Ambient;\n", +"# endif\n", +"#endif\n", +"\n", +"#ifdef USESHADOWMAPORTHO\n", +" color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n", +"#endif\n", +"\n", +"#ifdef USEDEFERREDLIGHTMAP\n", +" float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n", +" color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n", +" color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n", +"// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n", +"// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n", +"#endif\n", +"\n", +"#ifdef USEGLOW\n", +"#ifdef USEVERTEXTEXTUREBLEND\n", +" color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, offsetMappedTexture2D(Texture_Glow).rgb, terrainblend)) * Color_Glow;\n", +"#else\n", +" color.rgb += half3(offsetMappedTexture2D(Texture_Glow).rgb) * Color_Glow;\n", +"#endif\n", +"#endif\n", +"\n", +"#ifdef USEFOG\n", +" color.rgb = half3(FogVertex(color, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture));\n", +"#endif\n", +"\n", +" // 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", +" float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n", +" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n", +" float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n", +" float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\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", +" // content.\n", +" // Remove this 'ack once we have a better way to stop this thing from\n", +" // 'appening.\n", +" float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n", +" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n", +" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n", +" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n", +" ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n", +" color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n", +"#endif\n", +"\n", +" dp_FragColor = float4(color);\n", +"}\n", +"#endif // FRAGMENT_SHADER\n", +"\n", +"#endif // !MODE_DEFERREDLIGHTSOURCE\n", +"#endif // !MODE_DEFERREDGEOMETRY\n", +"#endif // !MODE_WATER\n", +"#endif // !MODE_REFRACTION\n", +"#endif // !MODE_BLOOMBLUR\n", +"#endif // !MODE_GENERIC\n", +"#endif // !MODE_POSTPROCESS\n", +"#endif // !MODE_DEPTH_OR_SHADOW\n",