1 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
2 "// written by Forest 'LordHavoc' Hale\n"
3 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
6 "precision highp float;\n"
7 "# ifdef VERTEX_SHADER\n"
8 "# define dp_varying out\n"
9 "# define dp_attribute in\n"
11 "# ifdef FRAGMENT_SHADER\n"
12 "out vec4 dp_FragColor;\n"
13 "# define dp_varying in\n"
14 "# define dp_attribute in\n"
16 "# define dp_offsetmapping_dFdx dFdx\n"
17 "# define dp_offsetmapping_dFdy dFdy\n"
18 "# define dp_textureGrad textureGrad\n"
19 "# define dp_texture2D texture\n"
20 "# define dp_texture3D texture\n"
21 "# define dp_textureCube texture\n"
22 "# define dp_shadow2D(a,b) texture(a,b)\n"
24 "# ifdef FRAGMENT_SHADER\n"
25 "# define dp_FragColor gl_FragColor\n"
27 "# define dp_varying varying\n"
28 "# define dp_attribute attribute\n"
29 "# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)\n"
30 "# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)\n"
31 "# define dp_textureGrad(a,b,c,d) texture2D(a,b)\n"
32 "# define dp_texture2D texture2D\n"
33 "# define dp_texture3D texture3D\n"
34 "# define dp_textureCube textureCube\n"
35 "# define dp_shadow2D(a,b) float(shadow2D(a,b))\n"
38 "// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n"
39 "// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n"
46 "#ifdef VERTEX_SHADER\n"
47 "dp_attribute vec4 Attrib_Position; // vertex\n"
48 "dp_attribute vec4 Attrib_Color; // color\n"
49 "dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n"
50 "dp_attribute vec3 Attrib_TexCoord1; // svector\n"
51 "dp_attribute vec3 Attrib_TexCoord2; // tvector\n"
52 "dp_attribute vec3 Attrib_TexCoord3; // normal\n"
53 "dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n"
55 "dp_varying mediump vec4 VertexColor;\n"
57 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
60 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n"
61 "# define USELIGHTMAP\n"
63 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n"
64 "# define USEEYEVECTOR\n"
67 "#ifdef USESHADOWMAP2D\n"
68 "# ifdef GL_EXT_gpu_shader4\n"
69 "# extension GL_EXT_gpu_shader4 : enable\n"
71 "# ifdef GL_ARB_texture_gather\n"
72 "# extension GL_ARB_texture_gather : enable\n"
74 "# ifdef GL_AMD_texture_texture4\n"
75 "# extension GL_AMD_texture_texture4 : enable\n"
80 "//#ifdef USESHADOWSAMPLER\n"
81 "//# extension GL_ARB_shadow : enable\n"
84 "//#ifdef __GLSL_CG_DATA_TYPES\n"
85 "//# define myhalf half\n"
86 "//# define myhalf2 half2\n"
87 "//# define myhalf3 half3\n"
88 "//# define myhalf4 half4\n"
89 "//# define cast_myhalf half\n"
90 "//# define cast_myhalf2 half2\n"
91 "//# define cast_myhalf3 half3\n"
92 "//# define cast_myhalf4 half4\n"
94 "# define myhalf mediump float\n"
95 "# define myhalf2 mediump vec2\n"
96 "# define myhalf3 mediump vec3\n"
97 "# define myhalf4 mediump vec4\n"
98 "# define cast_myhalf float\n"
99 "# define cast_myhalf2 vec2\n"
100 "# define cast_myhalf3 vec3\n"
101 "# define cast_myhalf4 vec4\n"
104 "#ifdef VERTEX_SHADER\n"
105 "uniform highp mat4 ModelViewProjectionMatrix;\n"
108 "#ifdef VERTEX_SHADER\n"
110 "// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n"
112 "uniform highp float ClientTime;\n"
113 "vec4 TrippyVertex(vec4 position)\n"
115 " float worldTime = ClientTime;\n"
116 " // tweaked for Quake\n"
117 " worldTime *= 10.0;\n"
118 " position *= 0.125;\n"
119 " //~tweaked for Quake\n"
120 " float distanceSquared = (position.x * position.x + position.z * position.z);\n"
121 " position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n"
122 " float y = position.y;\n"
123 " float x = position.x;\n"
124 " float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n"
125 " position.y = x*sin(om)+y*cos(om);\n"
126 " position.x = x*cos(om)-y*sin(om);\n"
127 " return position;\n"
132 "#ifdef MODE_DEPTH_OR_SHADOW\n"
133 "#ifdef VERTEX_SHADER\n"
136 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
138 " gl_Position = TrippyVertex(gl_Position);\n"
143 "#ifdef FRAGMENT_SHADER\n"
146 " dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n"
149 "#else // !MODE_DEPTH_ORSHADOW\n"
154 "#ifdef MODE_SHOWDEPTH\n"
155 "#ifdef VERTEX_SHADER\n"
158 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
159 " VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
161 " gl_Position = TrippyVertex(gl_Position);\n"
166 "#ifdef FRAGMENT_SHADER\n"
169 " dp_FragColor = VertexColor;\n"
172 "#else // !MODE_SHOWDEPTH\n"
177 "#ifdef MODE_POSTPROCESS\n"
178 "dp_varying mediump vec2 TexCoord1;\n"
179 "dp_varying mediump vec2 TexCoord2;\n"
181 "#ifdef VERTEX_SHADER\n"
184 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
185 " TexCoord1 = Attrib_TexCoord0.xy;\n"
187 " TexCoord2 = Attrib_TexCoord4.xy;\n"
192 "#ifdef FRAGMENT_SHADER\n"
193 "uniform sampler2D Texture_First;\n"
195 "uniform sampler2D Texture_Second;\n"
196 "uniform mediump vec4 BloomColorSubtract;\n"
198 "#ifdef USEGAMMARAMPS\n"
199 "uniform sampler2D Texture_GammaRamps;\n"
201 "#ifdef USESATURATION\n"
202 "uniform mediump float Saturation;\n"
204 "#ifdef USEVIEWTINT\n"
205 "uniform mediump vec4 ViewTintColor;\n"
207 "//uncomment these if you want to use them:\n"
208 "uniform mediump vec4 UserVec1;\n"
209 "uniform mediump vec4 UserVec2;\n"
210 "// uniform mediump vec4 UserVec3;\n"
211 "// uniform mediump vec4 UserVec4;\n"
212 "// uniform highp float ClientTime;\n"
213 "uniform mediump vec2 PixelSize;\n"
216 " dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n"
218 " dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
220 "#ifdef USEVIEWTINT\n"
221 " dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n"
224 "#ifdef USEPOSTPROCESSING\n"
225 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
226 "// 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"
227 " float sobel = 1.0;\n"
228 " // vec2 ts = textureSize(Texture_First, 0);\n"
229 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
230 " vec2 px = PixelSize;\n"
231 " vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
232 " vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
233 " vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
234 " vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
235 " vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
236 " vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
237 " vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
238 " vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
239 " vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
240 " vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
241 " vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
242 " vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
243 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
244 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
245 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
246 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
247 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
248 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
249 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
250 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
251 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
252 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
253 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
254 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
255 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
256 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
257 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
258 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
259 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
260 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
261 " dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
262 " dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
265 "#ifdef USESATURATION\n"
266 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
267 " float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
268 " // 'vampire sight' effect, wheres red is compensated\n"
269 " #ifdef SATURATION_REDCOMPENSATE\n"
270 " float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n"
271 " dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
272 " dp_FragColor.r += rboost;\n"
274 " // normal desaturation\n"
275 " //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n"
276 " dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
280 "#ifdef USEGAMMARAMPS\n"
281 " dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
282 " dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
283 " dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
287 "#else // !MODE_POSTPROCESS\n"
292 "#ifdef MODE_GENERIC\n"
293 "#ifdef USEDIFFUSE\n"
294 "dp_varying mediump vec2 TexCoord1;\n"
296 "#ifdef USESPECULAR\n"
297 "dp_varying mediump vec2 TexCoord2;\n"
299 "#ifdef VERTEX_SHADER\n"
302 " VertexColor = Attrib_Color;\n"
303 "#ifdef USEDIFFUSE\n"
304 " TexCoord1 = Attrib_TexCoord0.xy;\n"
306 "#ifdef USESPECULAR\n"
307 " TexCoord2 = Attrib_TexCoord1.xy;\n"
309 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
311 " gl_Position = TrippyVertex(gl_Position);\n"
316 "#ifdef FRAGMENT_SHADER\n"
317 "#ifdef USEDIFFUSE\n"
318 "uniform sampler2D Texture_First;\n"
320 "#ifdef USESPECULAR\n"
321 "uniform sampler2D Texture_Second;\n"
323 "#ifdef USEGAMMARAMPS\n"
324 "uniform sampler2D Texture_GammaRamps;\n"
329 "#ifdef USEVIEWTINT\n"
330 " dp_FragColor = VertexColor;\n"
332 " dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
334 "#ifdef USEDIFFUSE\n"
335 " dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n"
338 "#ifdef USESPECULAR\n"
339 " vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n"
340 "# ifdef USECOLORMAPPING\n"
341 " dp_FragColor *= tex2;\n"
344 " dp_FragColor += tex2;\n"
346 "# ifdef USEVERTEXTEXTUREBLEND\n"
347 " dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n"
350 "#ifdef USEGAMMARAMPS\n"
351 " dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
352 " dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
353 " dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
357 "#else // !MODE_GENERIC\n"
362 "#ifdef MODE_BLOOMBLUR\n"
363 "dp_varying mediump vec2 TexCoord;\n"
364 "#ifdef VERTEX_SHADER\n"
367 " VertexColor = Attrib_Color;\n"
368 " TexCoord = Attrib_TexCoord0.xy;\n"
369 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
373 "#ifdef FRAGMENT_SHADER\n"
374 "uniform sampler2D Texture_First;\n"
375 "uniform mediump vec4 BloomBlur_Parameters;\n"
380 " vec2 tc = TexCoord;\n"
381 " vec3 color = dp_texture2D(Texture_First, tc).rgb;\n"
382 " tc += BloomBlur_Parameters.xy;\n"
383 " for (i = 1;i < SAMPLES;i++)\n"
385 " color += dp_texture2D(Texture_First, tc).rgb;\n"
386 " tc += BloomBlur_Parameters.xy;\n"
388 " dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
391 "#else // !MODE_BLOOMBLUR\n"
392 "#ifdef MODE_REFRACTION\n"
393 "dp_varying mediump vec2 TexCoord;\n"
394 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
395 "uniform highp mat4 TexMatrix;\n"
396 "#ifdef VERTEX_SHADER\n"
400 " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
401 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
402 " ModelViewProjectionPosition = gl_Position;\n"
404 " gl_Position = TrippyVertex(gl_Position);\n"
409 "#ifdef FRAGMENT_SHADER\n"
410 "uniform sampler2D Texture_Normal;\n"
411 "uniform sampler2D Texture_Refraction;\n"
413 "uniform mediump vec4 DistortScaleRefractReflect;\n"
414 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
415 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
416 "uniform mediump vec4 RefractColor;\n"
417 "uniform mediump vec4 ReflectColor;\n"
418 "uniform highp float ClientTime;\n"
419 "#ifdef USENORMALMAPSCROLLBLEND\n"
420 "uniform highp vec2 NormalmapScrollBlend;\n"
425 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
426 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
427 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
428 " #ifdef USENORMALMAPSCROLLBLEND\n"
429 " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
430 " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
431 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.xy;\n"
433 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
435 " // FIXME temporary hack to detect the case that the reflection\n"
436 " // gets blackened at edges due to leaving the area that contains actual\n"
438 " // Remove this 'ack once we have a better way to stop this thing from\n"
440 " float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
441 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
442 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
443 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
444 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
445 " dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
448 "#else // !MODE_REFRACTION\n"
453 "#ifdef MODE_WATER\n"
454 "dp_varying mediump vec2 TexCoord;\n"
455 "dp_varying highp vec3 EyeVector;\n"
456 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
457 "#ifdef VERTEX_SHADER\n"
458 "uniform highp vec3 EyePosition;\n"
459 "uniform highp mat4 TexMatrix;\n"
463 " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
464 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
465 " EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
466 " EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
467 " EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
468 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
469 " ModelViewProjectionPosition = gl_Position;\n"
471 " gl_Position = TrippyVertex(gl_Position);\n"
476 "#ifdef FRAGMENT_SHADER\n"
477 "uniform sampler2D Texture_Normal;\n"
478 "uniform sampler2D Texture_Refraction;\n"
479 "uniform sampler2D Texture_Reflection;\n"
481 "uniform mediump vec4 DistortScaleRefractReflect;\n"
482 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
483 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
484 "uniform mediump vec4 RefractColor;\n"
485 "uniform mediump vec4 ReflectColor;\n"
486 "uniform mediump float ReflectFactor;\n"
487 "uniform mediump float ReflectOffset;\n"
488 "uniform highp float ClientTime;\n"
489 "#ifdef USENORMALMAPSCROLLBLEND\n"
490 "uniform highp vec2 NormalmapScrollBlend;\n"
495 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
496 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
497 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
498 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
499 " // slight water animation via 2 layer scrolling (todo: tweak)\n"
500 " #ifdef USENORMALMAPSCROLLBLEND\n"
501 " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
502 " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
503 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
505 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
507 " // FIXME temporary hack to detect the case that the reflection\n"
508 " // gets blackened at edges due to leaving the area that contains actual\n"
510 " // Remove this 'ack once we have a better way to stop this thing from\n"
512 " float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
513 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
514 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
515 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
516 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
517 " f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
518 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
519 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
520 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
521 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
522 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
523 " dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
526 "#else // !MODE_WATER\n"
531 "// common definitions between vertex shader and fragment shader:\n"
533 "dp_varying mediump vec4 TexCoordSurfaceLightmap;\n"
534 "#ifdef USEVERTEXTEXTUREBLEND\n"
535 "dp_varying mediump vec2 TexCoord2;\n"
538 "#ifdef MODE_LIGHTSOURCE\n"
539 "dp_varying mediump vec3 CubeVector;\n"
542 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
543 "dp_varying mediump vec3 LightVector;\n"
546 "#ifdef USEEYEVECTOR\n"
547 "dp_varying highp vec4 EyeVectorFogDepth;\n"
550 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
551 "dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
552 "dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
553 "dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n"
556 "dp_varying highp vec3 EyeVectorModelSpace;\n"
560 "#ifdef USEREFLECTION\n"
561 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
563 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
564 "uniform highp vec3 LightPosition;\n"
565 "dp_varying highp vec4 ModelViewPosition;\n"
568 "#ifdef MODE_LIGHTSOURCE\n"
569 "uniform highp vec3 LightPosition;\n"
571 "uniform highp vec3 EyePosition;\n"
572 "#ifdef MODE_LIGHTDIRECTION\n"
573 "uniform highp vec3 LightDir;\n"
575 "uniform highp vec4 FogPlane;\n"
577 "#ifdef USESHADOWMAPORTHO\n"
578 "dp_varying highp vec3 ShadowMapTC;\n"
581 "#ifdef USEBOUNCEGRID\n"
582 "dp_varying highp vec3 BounceGridTexCoord;\n"
590 "// 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"
592 "// fragment shader specific:\n"
593 "#ifdef FRAGMENT_SHADER\n"
595 "uniform sampler2D Texture_Normal;\n"
596 "uniform sampler2D Texture_Color;\n"
597 "uniform sampler2D Texture_Gloss;\n"
599 "uniform sampler2D Texture_Glow;\n"
601 "#ifdef USEVERTEXTEXTUREBLEND\n"
602 "uniform sampler2D Texture_SecondaryNormal;\n"
603 "uniform sampler2D Texture_SecondaryColor;\n"
604 "uniform sampler2D Texture_SecondaryGloss;\n"
606 "uniform sampler2D Texture_SecondaryGlow;\n"
609 "#ifdef USECOLORMAPPING\n"
610 "uniform sampler2D Texture_Pants;\n"
611 "uniform sampler2D Texture_Shirt;\n"
614 "#ifdef USEFOGHEIGHTTEXTURE\n"
615 "uniform sampler2D Texture_FogHeightTexture;\n"
617 "uniform sampler2D Texture_FogMask;\n"
619 "#ifdef USELIGHTMAP\n"
620 "uniform sampler2D Texture_Lightmap;\n"
622 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
623 "uniform sampler2D Texture_Deluxemap;\n"
625 "#ifdef USEREFLECTION\n"
626 "uniform sampler2D Texture_Reflection;\n"
629 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
630 "uniform sampler2D Texture_ScreenDepth;\n"
631 "uniform sampler2D Texture_ScreenNormalMap;\n"
633 "#ifdef USEDEFERREDLIGHTMAP\n"
634 "uniform sampler2D Texture_ScreenDiffuse;\n"
635 "uniform sampler2D Texture_ScreenSpecular;\n"
638 "uniform mediump vec3 Color_Pants;\n"
639 "uniform mediump vec3 Color_Shirt;\n"
640 "uniform mediump vec3 FogColor;\n"
643 "uniform highp float FogRangeRecip;\n"
644 "uniform highp float FogPlaneViewDist;\n"
645 "uniform highp float FogHeightFade;\n"
646 "vec3 FogVertex(vec4 surfacecolor)\n"
648 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
649 " vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n"
651 " float FogPlaneVertexDist = EyeVectorFogDepth.w;\n"
653 " vec3 fc = FogColor;\n"
654 "#ifdef USEFOGALPHAHACK\n"
655 " fc *= surfacecolor.a;\n"
657 "#ifdef USEFOGHEIGHTTEXTURE\n"
658 " vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
659 " fogfrac = fogheightpixel.a;\n"
660 " return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
662 "# ifdef USEFOGOUTSIDE\n"
663 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
665 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
667 " return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
672 "#ifdef USEOFFSETMAPPING\n"
673 "uniform mediump vec4 OffsetMapping_ScaleSteps;\n"
674 "vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
677 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
679 " // 14 sample relief mapping: linear search and then binary search\n"
680 " // this basically steps forward a small amount repeatedly until it finds\n"
681 " // itself inside solid, then jitters forward and back using decreasing\n"
682 " // amounts to find the impact\n"
683 " //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_ScaleSteps.x) * vec2(-1, 1), -1);\n"
684 " //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * OffsetMapping_ScaleSteps.x * vec2(-1, 1), -1);\n"
685 " vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_ScaleSteps.x * vec2(-1, 1), -1);\n"
686 " vec3 RT = vec3(TexCoord, 1);\n"
687 " OffsetVector *= OffsetMapping_ScaleSteps.z;\n"
688 " for(i = 1.0; i < OffsetMapping_ScaleSteps.y; ++i)\n"
689 " RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
690 " for(i = 0.0, f = 1.0; i < OffsetMapping_ScaleSteps.w; ++i, f *= 0.5)\n"
691 " RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n"
694 " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
695 " //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_ScaleSteps.x) * vec2(-1, 1));\n"
696 " //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * OffsetMapping_ScaleSteps.x * vec2(-1, 1));\n"
697 " vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_ScaleSteps.x * vec2(-1, 1));\n"
698 " OffsetVector *= OffsetMapping_ScaleSteps.z;\n"
699 " for(i = 0.0; i < OffsetMapping_ScaleSteps.y; ++i)\n"
700 " TexCoord += OffsetVector * (1.0 - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
701 " return TexCoord;\n"
704 "#endif // USEOFFSETMAPPING\n"
706 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
707 "uniform sampler2D Texture_Attenuation;\n"
708 "uniform samplerCube Texture_Cube;\n"
711 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
713 "#ifdef USESHADOWMAP2D\n"
714 "# ifdef USESHADOWSAMPLER\n"
715 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
717 "uniform sampler2D Texture_ShadowMap2D;\n"
721 "#ifdef USESHADOWMAPVSDCT\n"
722 "uniform samplerCube Texture_CubeProjection;\n"
725 "#if defined(USESHADOWMAP2D)\n"
726 "uniform mediump vec2 ShadowMap_TextureScale;\n"
727 "uniform mediump vec4 ShadowMap_Parameters;\n"
730 "#if defined(USESHADOWMAP2D)\n"
731 "# ifdef USESHADOWMAPORTHO\n"
732 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
734 "# ifdef USESHADOWMAPVSDCT\n"
735 "vec3 GetShadowMapTC2D(vec3 dir)\n"
737 " vec3 adir = abs(dir);\n"
738 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
739 " vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n"
740 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
743 "vec3 GetShadowMapTC2D(vec3 dir)\n"
745 " vec3 adir = abs(dir);\n"
746 " float ma = adir.z;\n"
747 " vec4 proj = vec4(dir, 2.5);\n"
748 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
749 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
750 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
751 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
755 "#endif // defined(USESHADOWMAP2D)\n"
757 "# ifdef USESHADOWMAP2D\n"
758 "float ShadowMapCompare(vec3 dir)\n"
760 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
763 "# ifdef USESHADOWSAMPLER\n"
764 "# ifdef USESHADOWMAPPCF\n"
765 "# define texval(x, y) dp_shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)) \n"
766 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
767 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
769 " f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n"
772 "# ifdef USESHADOWMAPPCF\n"
773 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
774 "# ifdef GL_ARB_texture_gather\n"
775 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
777 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
779 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
780 "# if USESHADOWMAPPCF > 1\n"
781 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
782 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
783 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
784 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
785 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
786 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
787 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
788 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
789 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
790 " vec4 locols = vec4(group1.ab, group3.ab);\n"
791 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
792 " locols.yz += group2.ab;\n"
793 " hicols.yz += group8.rg;\n"
794 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
795 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
796 " mix(locols, hicols, offset.y);\n"
797 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
798 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
799 " f = dot(cols, vec4(1.0/25.0));\n"
801 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
802 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
803 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
804 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
805 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
806 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
807 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
810 "# ifdef GL_EXT_gpu_shader4\n"
811 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
813 "# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
815 "# if USESHADOWMAPPCF > 1\n"
816 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
817 " center *= ShadowMap_TextureScale;\n"
818 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
819 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
820 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
821 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
822 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
823 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
825 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
826 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
827 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
828 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
829 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
830 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
834 " f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
837 "# ifdef USESHADOWMAPORTHO\n"
838 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
844 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
845 "#endif // FRAGMENT_SHADER\n"
850 "#ifdef MODE_DEFERREDGEOMETRY\n"
851 "#ifdef VERTEX_SHADER\n"
852 "uniform highp mat4 TexMatrix;\n"
853 "#ifdef USEVERTEXTEXTUREBLEND\n"
854 "uniform highp mat4 BackgroundTexMatrix;\n"
856 "uniform highp mat4 ModelViewMatrix;\n"
859 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
860 "#ifdef USEVERTEXTEXTUREBLEND\n"
861 " VertexColor = Attrib_Color;\n"
862 " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
865 " // transform unnormalized eye direction into tangent space\n"
866 "#ifdef USEOFFSETMAPPING\n"
867 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
868 " EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
869 " EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
870 " EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
871 " EyeVectorFogDepth.w = 0.0;\n"
874 " VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n"
875 " VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n"
876 " VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n"
877 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
879 " gl_Position = TrippyVertex(gl_Position);\n"
882 "#endif // VERTEX_SHADER\n"
884 "#ifdef FRAGMENT_SHADER\n"
887 "#ifdef USEOFFSETMAPPING\n"
888 " // apply offsetmapping\n"
889 " vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
890 " vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
891 " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
892 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
894 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
897 "#ifdef USEALPHAKILL\n"
898 " if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n"
902 "#ifdef USEVERTEXTEXTUREBLEND\n"
903 " float alpha = offsetMappedTexture2D(Texture_Color).a;\n"
904 " float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
905 " //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n"
906 " //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n"
909 "#ifdef USEVERTEXTEXTUREBLEND\n"
910 " vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
911 " float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n"
913 " vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n"
914 " float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
917 " dp_FragColor = vec4(normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
919 "#endif // FRAGMENT_SHADER\n"
920 "#else // !MODE_DEFERREDGEOMETRY\n"
925 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
926 "#ifdef VERTEX_SHADER\n"
927 "uniform highp mat4 ModelViewMatrix;\n"
930 " ModelViewPosition = ModelViewMatrix * Attrib_Position;\n"
931 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
933 "#endif // VERTEX_SHADER\n"
935 "#ifdef FRAGMENT_SHADER\n"
936 "uniform highp mat4 ViewToLight;\n"
937 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
938 "uniform highp vec2 ScreenToDepth;\n"
939 "uniform myhalf3 DeferredColor_Ambient;\n"
940 "uniform myhalf3 DeferredColor_Diffuse;\n"
941 "#ifdef USESPECULAR\n"
942 "uniform myhalf3 DeferredColor_Specular;\n"
943 "uniform myhalf SpecularPower;\n"
945 "uniform myhalf2 PixelToScreenTexCoord;\n"
948 " // calculate viewspace pixel position\n"
949 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
951 " position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
952 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
953 " // decode viewspace pixel normal\n"
954 " myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
955 " myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n"
956 " // surfacenormal = pixel normal in viewspace\n"
957 " // LightVector = pixel to light in viewspace\n"
958 " // CubeVector = position in lightspace\n"
959 " // eyevector = pixel to view in viewspace\n"
960 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
961 " myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
962 "#ifdef USEDIFFUSE\n"
963 " // calculate diffuse shading\n"
964 " myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));\n"
965 " myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
967 "#ifdef USESPECULAR\n"
968 " // calculate directional shading\n"
969 " vec3 eyevector = position * -1.0;\n"
970 "# ifdef USEEXACTSPECULARMATH\n"
971 " myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
973 " myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(eyevector)));\n"
974 " myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
978 "#if defined(USESHADOWMAP2D)\n"
979 " fade *= ShadowMapCompare(CubeVector);\n"
982 "#ifdef USESPECULAR\n"
983 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
984 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
985 "# ifdef USECUBEFILTER\n"
986 " vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
987 " gl_FragData[0].rgb *= cubecolor;\n"
988 " gl_FragData[1].rgb *= cubecolor;\n"
991 "# ifdef USEDIFFUSE\n"
992 " gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
994 " gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n"
996 "# ifdef USECUBEFILTER\n"
997 " vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
998 " gl_FragColor.rgb *= cubecolor;\n"
1003 "#endif // FRAGMENT_SHADER\n"
1004 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1009 "#ifdef VERTEX_SHADER\n"
1010 "uniform highp mat4 TexMatrix;\n"
1011 "#ifdef USEVERTEXTEXTUREBLEND\n"
1012 "uniform highp mat4 BackgroundTexMatrix;\n"
1014 "#ifdef MODE_LIGHTSOURCE\n"
1015 "uniform highp mat4 ModelToLight;\n"
1017 "#ifdef USESHADOWMAPORTHO\n"
1018 "uniform highp mat4 ShadowMapMatrix;\n"
1020 "#ifdef USEBOUNCEGRID\n"
1021 "uniform highp mat4 BounceGridMatrix;\n"
1025 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
1026 " VertexColor = Attrib_Color;\n"
1028 " // copy the surface texcoord\n"
1029 "#ifdef USELIGHTMAP\n"
1030 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n"
1032 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
1034 "#ifdef USEVERTEXTEXTUREBLEND\n"
1035 " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
1038 "#ifdef USEBOUNCEGRID\n"
1039 " BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n"
1040 "#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
1041 " BounceGridTexCoord.z *= 0.125;\n"
1045 "#ifdef MODE_LIGHTSOURCE\n"
1046 " // transform vertex position into light attenuation/cubemap space\n"
1047 " // (-1 to +1 across the light box)\n"
1048 " CubeVector = vec3(ModelToLight * Attrib_Position);\n"
1050 "# ifdef USEDIFFUSE\n"
1051 " // transform unnormalized light direction into tangent space\n"
1052 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1053 " // normalize it per pixel)\n"
1054 " vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n"
1055 " LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n"
1056 " LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n"
1057 " LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n"
1061 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1062 " LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n"
1063 " LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n"
1064 " LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n"
1067 " // transform unnormalized eye direction into tangent space\n"
1068 "#ifdef USEEYEVECTOR\n"
1069 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
1070 " EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
1071 " EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
1072 " EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
1074 " EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n"
1076 " EyeVectorFogDepth.w = 0.0;\n"
1081 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
1083 " VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n"
1084 " VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n"
1085 " VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n"
1087 " VectorS = vec4(Attrib_TexCoord1, 0);\n"
1088 " VectorT = vec4(Attrib_TexCoord2, 0);\n"
1089 " VectorR = vec4(Attrib_TexCoord3, 0);\n"
1093 " EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
1097 " // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n"
1098 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
1100 "#ifdef USESHADOWMAPORTHO\n"
1101 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1104 "#ifdef USEREFLECTION\n"
1105 " ModelViewProjectionPosition = gl_Position;\n"
1107 "#ifdef USETRIPPY\n"
1108 " gl_Position = TrippyVertex(gl_Position);\n"
1111 "#endif // VERTEX_SHADER\n"
1116 "#ifdef FRAGMENT_SHADER\n"
1117 "#ifdef USEDEFERREDLIGHTMAP\n"
1118 "uniform myhalf2 PixelToScreenTexCoord;\n"
1119 "uniform myhalf3 DeferredMod_Diffuse;\n"
1120 "uniform myhalf3 DeferredMod_Specular;\n"
1122 "uniform myhalf3 Color_Ambient;\n"
1123 "uniform myhalf3 Color_Diffuse;\n"
1124 "uniform myhalf3 Color_Specular;\n"
1125 "uniform myhalf SpecularPower;\n"
1127 "uniform myhalf3 Color_Glow;\n"
1129 "uniform myhalf Alpha;\n"
1130 "#ifdef USEREFLECTION\n"
1131 "uniform mediump vec4 DistortScaleRefractReflect;\n"
1132 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
1133 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
1134 "uniform mediump vec4 ReflectColor;\n"
1136 "#ifdef USEREFLECTCUBE\n"
1137 "uniform highp mat4 ModelToReflectCube;\n"
1138 "uniform sampler2D Texture_ReflectMask;\n"
1139 "uniform samplerCube Texture_ReflectCube;\n"
1141 "#ifdef MODE_LIGHTDIRECTION\n"
1142 "uniform myhalf3 LightColor;\n"
1144 "#ifdef MODE_LIGHTSOURCE\n"
1145 "uniform myhalf3 LightColor;\n"
1147 "#ifdef USEBOUNCEGRID\n"
1148 "uniform sampler3D Texture_BounceGrid;\n"
1149 "uniform float BounceGridIntensity;\n"
1150 "uniform highp mat4 BounceGridMatrix;\n"
1152 "uniform highp float ClientTime;\n"
1153 "#ifdef USENORMALMAPSCROLLBLEND\n"
1154 "uniform highp vec2 NormalmapScrollBlend;\n"
1158 "#ifdef USEOFFSETMAPPING\n"
1159 " // apply offsetmapping\n"
1160 " vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
1161 " vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
1162 " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
1163 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
1164 "# define TexCoord TexCoordOffset\n"
1166 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
1167 "# define TexCoord TexCoordSurfaceLightmap.xy\n"
1170 " // combine the diffuse textures (base, pants, shirt)\n"
1171 " myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));\n"
1172 "#ifdef USEALPHAKILL\n"
1173 " if (color.a < 0.5)\n"
1176 " color.a *= Alpha;\n"
1177 "#ifdef USECOLORMAPPING\n"
1178 " color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n"
1180 "#ifdef USEVERTEXTEXTUREBLEND\n"
1181 "#ifdef USEBOTHALPHAS\n"
1182 " myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n"
1183 " myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));\n"
1184 " color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n"
1186 " myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));\n"
1187 " //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));\n"
1188 " //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;\n"
1189 " color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1192 " //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1195 " // get the surface normal\n"
1196 "#ifdef USEVERTEXTEXTUREBLEND\n"
1197 " myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));\n"
1199 " myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));\n"
1202 " // get the material colors\n"
1203 " myhalf3 diffusetex = color.rgb;\n"
1204 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1205 "# ifdef USEVERTEXTEXTUREBLEND\n"
1206 " myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n"
1208 " myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));\n"
1212 "#ifdef USEREFLECTCUBE\n"
1213 " vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n"
1214 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n"
1215 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1216 " diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1222 "#ifdef MODE_LIGHTSOURCE\n"
1223 " // light source\n"
1224 "#ifdef USEDIFFUSE\n"
1225 " myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n"
1226 " myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1227 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1228 "#ifdef USESPECULAR\n"
1229 "#ifdef USEEXACTSPECULARMATH\n"
1230 " myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1232 " myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
1233 " myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1235 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1238 " color.rgb = diffusetex * Color_Ambient;\n"
1240 " color.rgb *= LightColor;\n"
1241 " color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1242 "#if defined(USESHADOWMAP2D)\n"
1243 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1245 "# ifdef USECUBEFILTER\n"
1246 " color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n"
1248 "#endif // MODE_LIGHTSOURCE\n"
1253 "#ifdef MODE_LIGHTDIRECTION\n"
1254 " #define SHADING\n"
1255 " #ifdef USEDIFFUSE\n"
1256 " myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n"
1258 " #define lightcolor LightColor\n"
1259 "#endif // MODE_LIGHTDIRECTION\n"
1260 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1261 " #define SHADING\n"
1262 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1263 " myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n"
1264 " myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1265 " // convert modelspace light vector to tangentspace\n"
1266 " myhalf3 lightnormal;\n"
1267 " lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n"
1268 " lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n"
1269 " lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));\n"
1270 " lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
1271 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1272 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1273 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1274 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1275 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1276 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1277 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1278 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1279 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1280 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1281 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1282 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1283 " #define SHADING\n"
1284 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1285 " myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n"
1286 " myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1288 "#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
1289 " #define SHADING\n"
1290 " // forced deluxemap on lightmapped/vertexlit surfaces\n"
1291 " myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);\n"
1292 " #ifdef USELIGHTMAP\n"
1293 " myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1295 " myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n"
1298 "#ifdef MODE_FAKELIGHT\n"
1299 " #define SHADING\n"
1300 " myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n"
1301 " myhalf3 lightcolor = cast_myhalf3(1.0);\n"
1302 "#endif // MODE_FAKELIGHT\n"
1307 "#ifdef MODE_LIGHTMAP\n"
1308 " color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n"
1309 "#endif // MODE_LIGHTMAP\n"
1310 "#ifdef MODE_VERTEXCOLOR\n"
1311 " color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);\n"
1312 "#endif // MODE_VERTEXCOLOR\n"
1313 "#ifdef MODE_FLATCOLOR\n"
1314 " color.rgb = diffusetex * Color_Ambient;\n"
1315 "#endif // MODE_FLATCOLOR\n"
1321 "# ifdef USEDIFFUSE\n"
1322 " myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1323 "# ifdef USESPECULAR\n"
1324 "# ifdef USEEXACTSPECULARMATH\n"
1325 " myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1327 " myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
1328 " myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1330 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1332 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1335 " color.rgb = diffusetex * Color_Ambient;\n"
1339 "#ifdef USESHADOWMAPORTHO\n"
1340 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1343 "#ifdef USEDEFERREDLIGHTMAP\n"
1344 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1345 " color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1346 " color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1349 "#ifdef USEBOUNCEGRID\n"
1350 "#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
1351 "// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord ));\n"
1352 "// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);\n"
1353 " myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n"
1354 " myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n"
1355 " myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n"
1356 " myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n"
1357 " myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n"
1358 " myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n"
1359 " myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n"
1360 " myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n"
1361 " myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n"
1362 "// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);\n"
1363 " myhalf3 bouncegrid_light = cast_myhalf3(\n"
1364 " dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n"
1365 " dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n"
1366 " dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n"
1367 " color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n"
1368 "// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n"
1370 " color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n"
1375 "#ifdef USEVERTEXTEXTUREBLEND\n"
1376 " color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n"
1378 " color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n"
1383 " color.rgb = FogVertex(color);\n"
1386 " // 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"
1387 "#ifdef USEREFLECTION\n"
1388 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1389 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1390 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1391 " #ifdef USENORMALMAPSCROLLBLEND\n"
1392 "# ifdef USEOFFSETMAPPING\n"
1393 " vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
1395 " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
1397 " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
1398 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n"
1400 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1402 " // FIXME temporary hack to detect the case that the reflection\n"
1403 " // gets blackened at edges due to leaving the area that contains actual\n"
1405 " // Remove this 'ack once we have a better way to stop this thing from\n"
1407 " float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1408 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1409 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1410 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1411 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1412 " color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1415 " dp_FragColor = vec4(color);\n"
1417 "#endif // FRAGMENT_SHADER\n"
1419 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1420 "#endif // !MODE_DEFERREDGEOMETRY\n"
1421 "#endif // !MODE_WATER\n"
1422 "#endif // !MODE_REFRACTION\n"
1423 "#endif // !MODE_BLOOMBLUR\n"
1424 "#endif // !MODE_GENERIC\n"
1425 "#endif // !MODE_POSTPROCESS\n"
1426 "#endif // !MODE_SHOWDEPTH\n"
1427 "#endif // !MODE_DEPTH_OR_SHADOW\n"