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"
5 "#ifdef USECELSHADING\n"
6 "# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));\n"
7 "# ifdef USEEXACTSPECULARMATH\n"
8 "# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);\n"
10 "# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);\n"
13 "# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
14 "# ifdef USEEXACTSPECULARMATH\n"
15 "# define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);\n"
17 "# define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);\n"
22 "precision highp float;\n"
23 "# ifdef VERTEX_SHADER\n"
24 "# define dp_varying out\n"
25 "# define dp_attribute in\n"
27 "# ifdef FRAGMENT_SHADER\n"
28 "out vec4 dp_FragColor;\n"
29 "# define dp_varying in\n"
30 "# define dp_attribute in\n"
32 "# define dp_offsetmapping_dFdx dFdx\n"
33 "# define dp_offsetmapping_dFdy dFdy\n"
34 "# define dp_textureGrad textureGrad\n"
35 "# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))\n"
36 "# define dp_texture2D texture\n"
37 "# define dp_texture3D texture\n"
38 "# define dp_textureCube texture\n"
39 "# define dp_shadow2D(a,b) float(texture(a,b))\n"
41 "# ifdef FRAGMENT_SHADER\n"
42 "# define dp_FragColor gl_FragColor\n"
44 "# define dp_varying varying\n"
45 "# define dp_attribute attribute\n"
46 "# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)\n"
47 "# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)\n"
48 "# define dp_textureGrad(a,b,c,d) texture2D(a,b)\n"
49 "# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))\n"
50 "# define dp_texture2D texture2D\n"
51 "# define dp_texture3D texture3D\n"
52 "# define dp_textureCube textureCube\n"
53 "# define dp_shadow2D(a,b) float(shadow2D(a,b))\n"
56 "// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n"
57 "// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n"
64 "#ifdef USEDEPTHRGB\n"
65 " // for 565 RGB we'd need to use different multipliers\n"
66 "#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))\n"
67 "#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))\n"
70 "#ifdef VERTEX_SHADER\n"
71 "dp_attribute vec4 Attrib_Position; // vertex\n"
72 "dp_attribute vec4 Attrib_Color; // color\n"
73 "dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n"
74 "dp_attribute vec3 Attrib_TexCoord1; // svector\n"
75 "dp_attribute vec3 Attrib_TexCoord2; // tvector\n"
76 "dp_attribute vec3 Attrib_TexCoord3; // normal\n"
77 "dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n"
79 "dp_varying mediump vec4 VertexColor;\n"
81 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
84 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n"
85 "# define USELIGHTMAP\n"
87 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n"
88 "# define USEEYEVECTOR\n"
91 "#ifdef USESHADOWMAP2D\n"
92 "# ifdef GL_EXT_gpu_shader4\n"
93 "# extension GL_EXT_gpu_shader4 : enable\n"
95 "# ifdef GL_ARB_texture_gather\n"
96 "# extension GL_ARB_texture_gather : enable\n"
98 "# ifdef GL_AMD_texture_texture4\n"
99 "# extension GL_AMD_texture_texture4 : enable\n"
104 "//#ifdef USESHADOWSAMPLER\n"
105 "//# extension GL_ARB_shadow : enable\n"
108 "//#ifdef __GLSL_CG_DATA_TYPES\n"
109 "//# define myhalf half\n"
110 "//# define myhalf2 half2\n"
111 "//# define myhalf3 half3\n"
112 "//# define myhalf4 half4\n"
113 "//# define cast_myhalf half\n"
114 "//# define cast_myhalf2 half2\n"
115 "//# define cast_myhalf3 half3\n"
116 "//# define cast_myhalf4 half4\n"
118 "# define myhalf mediump float\n"
119 "# define myhalf2 mediump vec2\n"
120 "# define myhalf3 mediump vec3\n"
121 "# define myhalf4 mediump vec4\n"
122 "# define cast_myhalf float\n"
123 "# define cast_myhalf2 vec2\n"
124 "# define cast_myhalf3 vec3\n"
125 "# define cast_myhalf4 vec4\n"
128 "#ifdef VERTEX_SHADER\n"
129 "uniform highp mat4 ModelViewProjectionMatrix;\n"
132 "#ifdef VERTEX_SHADER\n"
134 "// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n"
136 "uniform highp float ClientTime;\n"
137 "vec4 TrippyVertex(vec4 position)\n"
139 " float worldTime = ClientTime;\n"
140 " // tweaked for Quake\n"
141 " worldTime *= 10.0;\n"
142 " position *= 0.125;\n"
143 " //~tweaked for Quake\n"
144 " float distanceSquared = (position.x * position.x + position.z * position.z);\n"
145 " position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n"
146 " float y = position.y;\n"
147 " float x = position.x;\n"
148 " float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n"
149 " position.y = x*sin(om)+y*cos(om);\n"
150 " position.x = x*cos(om)-y*sin(om);\n"
151 " return position;\n"
156 "#ifdef MODE_DEPTH_OR_SHADOW\n"
157 "dp_varying highp float Depth;\n"
158 "#ifdef VERTEX_SHADER\n"
161 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
163 " gl_Position = TrippyVertex(gl_Position);\n"
165 " Depth = gl_Position.z;\n"
169 "#ifdef FRAGMENT_SHADER\n"
172 "#ifdef USEDEPTHRGB\n"
173 " dp_FragColor = encodedepthmacro(Depth);\n"
175 " dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n"
179 "#else // !MODE_DEPTH_ORSHADOW\n"
184 "#ifdef MODE_SHOWDEPTH\n"
185 "#ifdef VERTEX_SHADER\n"
188 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
189 " VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
191 " gl_Position = TrippyVertex(gl_Position);\n"
196 "#ifdef FRAGMENT_SHADER\n"
199 " dp_FragColor = VertexColor;\n"
202 "#else // !MODE_SHOWDEPTH\n"
207 "#ifdef MODE_POSTPROCESS\n"
208 "dp_varying mediump vec2 TexCoord1;\n"
209 "dp_varying mediump vec2 TexCoord2;\n"
211 "#ifdef VERTEX_SHADER\n"
214 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
215 " TexCoord1 = Attrib_TexCoord0.xy;\n"
217 " TexCoord2 = Attrib_TexCoord4.xy;\n"
222 "#ifdef FRAGMENT_SHADER\n"
223 "uniform sampler2D Texture_First;\n"
225 "uniform sampler2D Texture_Second;\n"
226 "uniform mediump vec4 BloomColorSubtract;\n"
228 "#ifdef USEGAMMARAMPS\n"
229 "uniform sampler2D Texture_GammaRamps;\n"
231 "#ifdef USESATURATION\n"
232 "uniform mediump float Saturation;\n"
234 "#ifdef USEVIEWTINT\n"
235 "uniform mediump vec4 ViewTintColor;\n"
237 "//uncomment these if you want to use them:\n"
238 "uniform mediump vec4 UserVec1;\n"
239 "uniform mediump vec4 UserVec2;\n"
240 "// uniform mediump vec4 UserVec3;\n"
241 "// uniform mediump vec4 UserVec4;\n"
242 "// uniform highp float ClientTime;\n"
243 "uniform mediump vec2 PixelSize;\n"
246 " dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n"
248 " dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
250 "#ifdef USEVIEWTINT\n"
251 " dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n"
254 "#ifdef USEPOSTPROCESSING\n"
255 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
256 "// 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"
257 " float sobel = 1.0;\n"
258 " // vec2 ts = textureSize(Texture_First, 0);\n"
259 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
260 " vec2 px = PixelSize;\n"
261 " vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
262 " vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
263 " vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
264 " vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
265 " vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
266 " vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
267 " vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
268 " vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
269 " vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
270 " vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
271 " vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
272 " vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
273 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
274 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
275 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
276 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
277 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
278 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
279 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
280 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
281 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
282 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
283 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
284 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
285 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
286 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
287 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
288 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
289 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
290 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
291 " dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
292 " dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
295 "#ifdef USESATURATION\n"
296 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
297 " float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
298 " // 'vampire sight' effect, wheres red is compensated\n"
299 " #ifdef SATURATION_REDCOMPENSATE\n"
300 " float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n"
301 " dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
302 " dp_FragColor.r += rboost;\n"
304 " // normal desaturation\n"
305 " //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n"
306 " dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
310 "#ifdef USEGAMMARAMPS\n"
311 " dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
312 " dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
313 " dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
317 "#else // !MODE_POSTPROCESS\n"
322 "#ifdef MODE_GENERIC\n"
323 "#ifdef USEDIFFUSE\n"
324 "dp_varying mediump vec2 TexCoord1;\n"
326 "#ifdef USESPECULAR\n"
327 "dp_varying mediump vec2 TexCoord2;\n"
329 "#ifdef VERTEX_SHADER\n"
332 " VertexColor = Attrib_Color;\n"
333 "#ifdef USEDIFFUSE\n"
334 " TexCoord1 = Attrib_TexCoord0.xy;\n"
336 "#ifdef USESPECULAR\n"
337 " TexCoord2 = Attrib_TexCoord1.xy;\n"
339 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
341 " gl_Position = TrippyVertex(gl_Position);\n"
346 "#ifdef FRAGMENT_SHADER\n"
347 "#ifdef USEDIFFUSE\n"
348 "uniform sampler2D Texture_First;\n"
350 "#ifdef USESPECULAR\n"
351 "uniform sampler2D Texture_Second;\n"
353 "#ifdef USEGAMMARAMPS\n"
354 "uniform sampler2D Texture_GammaRamps;\n"
359 "#ifdef USEVIEWTINT\n"
360 " dp_FragColor = VertexColor;\n"
362 " dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
364 "#ifdef USEDIFFUSE\n"
365 "# ifdef USEREFLECTCUBE\n"
366 " // suppress texture alpha\n"
367 " dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;\n"
369 " dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n"
373 "#ifdef USESPECULAR\n"
374 " vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n"
375 "# ifdef USECOLORMAPPING\n"
376 " dp_FragColor *= tex2;\n"
379 " dp_FragColor += tex2;\n"
381 "# ifdef USEVERTEXTEXTUREBLEND\n"
382 " dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n"
385 "#ifdef USEGAMMARAMPS\n"
386 " dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
387 " dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
388 " dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
392 "#else // !MODE_GENERIC\n"
397 "#ifdef MODE_BLOOMBLUR\n"
398 "dp_varying mediump vec2 TexCoord;\n"
399 "#ifdef VERTEX_SHADER\n"
402 " VertexColor = Attrib_Color;\n"
403 " TexCoord = Attrib_TexCoord0.xy;\n"
404 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
408 "#ifdef FRAGMENT_SHADER\n"
409 "uniform sampler2D Texture_First;\n"
410 "uniform mediump vec4 BloomBlur_Parameters;\n"
415 " vec2 tc = TexCoord;\n"
416 " vec3 color = dp_texture2D(Texture_First, tc).rgb;\n"
417 " tc += BloomBlur_Parameters.xy;\n"
418 " for (i = 1;i < SAMPLES;i++)\n"
420 " color += dp_texture2D(Texture_First, tc).rgb;\n"
421 " tc += BloomBlur_Parameters.xy;\n"
423 " dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
426 "#else // !MODE_BLOOMBLUR\n"
427 "#ifdef MODE_REFRACTION\n"
428 "dp_varying mediump vec2 TexCoord;\n"
429 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
430 "uniform highp mat4 TexMatrix;\n"
431 "#ifdef VERTEX_SHADER\n"
435 "#ifdef USEALPHAGENVERTEX\n"
436 " VertexColor = Attrib_Color;\n"
438 " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
439 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
440 " ModelViewProjectionPosition = gl_Position;\n"
442 " gl_Position = TrippyVertex(gl_Position);\n"
447 "#ifdef FRAGMENT_SHADER\n"
448 "uniform sampler2D Texture_Normal;\n"
449 "uniform sampler2D Texture_Refraction;\n"
451 "uniform mediump vec4 DistortScaleRefractReflect;\n"
452 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
453 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
454 "uniform mediump vec4 RefractColor;\n"
455 "uniform mediump vec4 ReflectColor;\n"
456 "uniform highp float ClientTime;\n"
457 "#ifdef USENORMALMAPSCROLLBLEND\n"
458 "uniform highp vec2 NormalmapScrollBlend;\n"
463 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
464 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
465 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
466 "#ifdef USEALPHAGENVERTEX\n"
467 " vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;\n"
468 " vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n"
470 " vec2 distort = DistortScaleRefractReflect.xy;\n"
471 " vec4 refractcolor = RefractColor;\n"
473 " #ifdef USENORMALMAPSCROLLBLEND\n"
474 " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
475 " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
476 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;\n"
478 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;\n"
480 " // FIXME temporary hack to detect the case that the reflection\n"
481 " // gets blackened at edges due to leaving the area that contains actual\n"
483 " // Remove this 'ack once we have a better way to stop this thing from\n"
485 " float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
486 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
487 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
488 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
489 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
490 " dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;\n"
493 "#else // !MODE_REFRACTION\n"
498 "#ifdef MODE_WATER\n"
499 "dp_varying mediump vec2 TexCoord;\n"
500 "dp_varying highp vec3 EyeVector;\n"
501 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
502 "#ifdef VERTEX_SHADER\n"
503 "uniform highp vec3 EyePosition;\n"
504 "uniform highp mat4 TexMatrix;\n"
508 "#ifdef USEALPHAGENVERTEX\n"
509 " VertexColor = Attrib_Color;\n"
511 " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
512 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
513 " EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
514 " EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
515 " EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
516 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
517 " ModelViewProjectionPosition = gl_Position;\n"
519 " gl_Position = TrippyVertex(gl_Position);\n"
524 "#ifdef FRAGMENT_SHADER\n"
525 "uniform sampler2D Texture_Normal;\n"
526 "uniform sampler2D Texture_Refraction;\n"
527 "uniform sampler2D Texture_Reflection;\n"
529 "uniform mediump vec4 DistortScaleRefractReflect;\n"
530 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
531 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
532 "uniform mediump vec4 RefractColor;\n"
533 "uniform mediump vec4 ReflectColor;\n"
534 "uniform mediump float ReflectFactor;\n"
535 "uniform mediump float ReflectOffset;\n"
536 "uniform highp float ClientTime;\n"
537 "#ifdef USENORMALMAPSCROLLBLEND\n"
538 "uniform highp vec2 NormalmapScrollBlend;\n"
543 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
544 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
545 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
546 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
547 " // slight water animation via 2 layer scrolling (todo: tweak)\n"
548 "#ifdef USEALPHAGENVERTEX\n"
549 " vec4 distort = DistortScaleRefractReflect * VertexColor.a;\n"
550 " float reflectoffset = ReflectOffset * VertexColor.a;\n"
551 " float reflectfactor = ReflectFactor * VertexColor.a;\n"
552 " vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n"
554 " vec4 distort = DistortScaleRefractReflect;\n"
555 " float reflectoffset = ReflectOffset;\n"
556 " float reflectfactor = ReflectFactor;\n"
557 " vec4 refractcolor = RefractColor;\n"
559 " #ifdef USENORMALMAPSCROLLBLEND\n"
560 " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
561 " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
562 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;\n"
564 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;\n"
566 " // FIXME temporary hack to detect the case that the reflection\n"
567 " // gets blackened at edges due to leaving the area that contains actual\n"
569 " // Remove this 'ack once we have a better way to stop this thing from\n"
571 " float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
572 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
573 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
574 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
575 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
576 " f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
577 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
578 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
579 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
580 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
581 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;\n"
582 " 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"
585 "#else // !MODE_WATER\n"
590 "// common definitions between vertex shader and fragment shader:\n"
592 "dp_varying mediump vec4 TexCoordSurfaceLightmap;\n"
593 "#ifdef USEVERTEXTEXTUREBLEND\n"
594 "dp_varying mediump vec2 TexCoord2;\n"
597 "#ifdef MODE_LIGHTSOURCE\n"
598 "dp_varying mediump vec3 CubeVector;\n"
601 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
602 "dp_varying mediump vec3 LightVector;\n"
605 "#ifdef USEEYEVECTOR\n"
606 "dp_varying highp vec4 EyeVectorFogDepth;\n"
609 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
610 "dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
611 "dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
612 "dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n"
615 "dp_varying highp vec3 EyeVectorModelSpace;\n"
619 "#ifdef USEREFLECTION\n"
620 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
622 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
623 "uniform highp vec3 LightPosition;\n"
624 "dp_varying highp vec4 ModelViewPosition;\n"
627 "#ifdef MODE_LIGHTSOURCE\n"
628 "uniform highp vec3 LightPosition;\n"
630 "uniform highp vec3 EyePosition;\n"
631 "#ifdef MODE_LIGHTDIRECTION\n"
632 "uniform highp vec3 LightDir;\n"
634 "uniform highp vec4 FogPlane;\n"
636 "#ifdef USESHADOWMAPORTHO\n"
637 "dp_varying highp vec3 ShadowMapTC;\n"
640 "#ifdef USEBOUNCEGRID\n"
641 "dp_varying highp vec3 BounceGridTexCoord;\n"
644 "#ifdef MODE_DEFERREDGEOMETRY\n"
645 "dp_varying highp float Depth;\n"
653 "// 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"
655 "// fragment shader specific:\n"
656 "#ifdef FRAGMENT_SHADER\n"
658 "uniform sampler2D Texture_Normal;\n"
659 "uniform sampler2D Texture_Color;\n"
660 "uniform sampler2D Texture_Gloss;\n"
662 "uniform sampler2D Texture_Glow;\n"
664 "#ifdef USEVERTEXTEXTUREBLEND\n"
665 "uniform sampler2D Texture_SecondaryNormal;\n"
666 "uniform sampler2D Texture_SecondaryColor;\n"
667 "uniform sampler2D Texture_SecondaryGloss;\n"
669 "uniform sampler2D Texture_SecondaryGlow;\n"
672 "#ifdef USECOLORMAPPING\n"
673 "uniform sampler2D Texture_Pants;\n"
674 "uniform sampler2D Texture_Shirt;\n"
677 "#ifdef USEFOGHEIGHTTEXTURE\n"
678 "uniform sampler2D Texture_FogHeightTexture;\n"
680 "uniform sampler2D Texture_FogMask;\n"
682 "#ifdef USELIGHTMAP\n"
683 "uniform sampler2D Texture_Lightmap;\n"
685 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
686 "uniform sampler2D Texture_Deluxemap;\n"
688 "#ifdef USEREFLECTION\n"
689 "uniform sampler2D Texture_Reflection;\n"
692 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
693 "uniform sampler2D Texture_ScreenNormalMap;\n"
695 "#ifdef USEDEFERREDLIGHTMAP\n"
696 "#ifdef USECELOUTLINES\n"
697 "uniform sampler2D Texture_ScreenNormalMap;\n"
699 "uniform sampler2D Texture_ScreenDiffuse;\n"
700 "uniform sampler2D Texture_ScreenSpecular;\n"
703 "uniform mediump vec3 Color_Pants;\n"
704 "uniform mediump vec3 Color_Shirt;\n"
705 "uniform mediump vec3 FogColor;\n"
708 "uniform highp float FogRangeRecip;\n"
709 "uniform highp float FogPlaneViewDist;\n"
710 "uniform highp float FogHeightFade;\n"
711 "vec3 FogVertex(vec4 surfacecolor)\n"
713 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
714 " vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n"
716 " float FogPlaneVertexDist = EyeVectorFogDepth.w;\n"
718 " vec3 fc = FogColor;\n"
719 "#ifdef USEFOGALPHAHACK\n"
720 " fc *= surfacecolor.a;\n"
722 "#ifdef USEFOGHEIGHTTEXTURE\n"
723 " vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
724 " fogfrac = fogheightpixel.a;\n"
725 " return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
727 "# ifdef USEFOGOUTSIDE\n"
728 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
730 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
732 " return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
737 "#ifdef USEOFFSETMAPPING\n"
738 "uniform mediump vec4 OffsetMapping_ScaleSteps;\n"
739 "uniform mediump float OffsetMapping_Bias;\n"
740 "#ifdef USEOFFSETMAPPING_LOD\n"
741 "uniform mediump float OffsetMapping_LodDistance;\n"
743 "vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
746 " // distance-based LOD\n"
747 "#ifdef USEOFFSETMAPPING_LOD\n"
748 " //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
749 " //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n"
750 " mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
751 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
752 " // stupid workaround because 1-step and 2-step reliefmapping is void\n"
753 " mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n"
755 " mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n"
757 " mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n"
758 " mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n"
760 " #define ScaleSteps OffsetMapping_ScaleSteps\n"
762 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
764 " // 14 sample relief mapping: linear search and then binary search\n"
765 " // this basically steps forward a small amount repeatedly until it finds\n"
766 " // itself inside solid, then jitters forward and back using decreasing\n"
767 " // amounts to find the impact\n"
768 " //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n"
769 " //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n"
770 " vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n"
771 " vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n"
772 " OffsetVector *= ScaleSteps.z;\n"
773 " for(i = 1.0; i < ScaleSteps.y; ++i)\n"
774 " RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
775 " for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n"
776 " RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n"
779 " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
780 " //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n"
781 " //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n"
782 " vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n"
783 " OffsetVector *= ScaleSteps.z;\n"
784 " for(i = 0.0; i < ScaleSteps.y; ++i)\n"
785 " TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
786 " return TexCoord;\n"
789 "#endif // USEOFFSETMAPPING\n"
791 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
792 "uniform sampler2D Texture_Attenuation;\n"
793 "uniform samplerCube Texture_Cube;\n"
796 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
798 "#ifdef USESHADOWMAP2D\n"
799 "# ifdef USESHADOWSAMPLER\n"
800 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
802 "uniform sampler2D Texture_ShadowMap2D;\n"
806 "#ifdef USESHADOWMAPVSDCT\n"
807 "uniform samplerCube Texture_CubeProjection;\n"
810 "#if defined(USESHADOWMAP2D)\n"
811 "uniform mediump vec2 ShadowMap_TextureScale;\n"
812 "uniform mediump vec4 ShadowMap_Parameters;\n"
815 "#if defined(USESHADOWMAP2D)\n"
816 "# ifdef USESHADOWMAPORTHO\n"
817 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
819 "# ifdef USESHADOWMAPVSDCT\n"
820 "vec3 GetShadowMapTC2D(vec3 dir)\n"
822 " vec3 adir = abs(dir);\n"
823 " float m = max(max(adir.x, adir.y), adir.z);\n"
824 " vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n"
825 "#ifdef USEDEPTHRGB\n"
826 " return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) + proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n"
828 " vec2 mparams = ShadowMap_Parameters.xy / m;\n"
829 " return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
833 "vec3 GetShadowMapTC2D(vec3 dir)\n"
835 " vec3 adir = abs(dir);\n"
836 " float m; vec4 proj;\n"
837 " if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
838 " if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }\n"
839 "#ifdef USEDEPTHRGB\n"
840 " return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n"
842 " vec2 mparams = ShadowMap_Parameters.xy / m;\n"
843 " return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
848 "#endif // defined(USESHADOWMAP2D)\n"
850 "# ifdef USESHADOWMAP2D\n"
851 "float ShadowMapCompare(vec3 dir)\n"
853 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
856 "# ifdef USEDEPTHRGB\n"
857 "# ifdef USESHADOWMAPPCF\n"
858 "# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale))\n"
859 "# if USESHADOWMAPPCF > 1\n"
860 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
861 " center *= ShadowMap_TextureScale;\n"
862 " 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"
863 " 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"
864 " 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"
865 " 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"
866 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
867 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
869 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
870 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
871 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
872 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
873 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
874 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
877 " f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale)));\n"
880 "# ifdef USESHADOWSAMPLER\n"
881 "# ifdef USESHADOWMAPPCF\n"
882 "# define texval(x, y) dp_shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)) \n"
883 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
884 " 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"
886 " f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n"
889 "# ifdef USESHADOWMAPPCF\n"
890 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
891 "# ifdef GL_ARB_texture_gather\n"
892 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
894 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
896 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
897 "# if USESHADOWMAPPCF > 1\n"
898 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
899 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
900 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
901 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
902 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
903 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
904 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
905 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
906 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
907 " vec4 locols = vec4(group1.ab, group3.ab);\n"
908 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
909 " locols.yz += group2.ab;\n"
910 " hicols.yz += group8.rg;\n"
911 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
912 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
913 " mix(locols, hicols, offset.y);\n"
914 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
915 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
916 " f = dot(cols, vec4(1.0/25.0));\n"
918 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
919 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
920 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
921 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
922 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
923 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
924 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
927 "# ifdef GL_EXT_gpu_shader4\n"
928 "# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n"
930 "# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
932 "# if USESHADOWMAPPCF > 1\n"
933 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
934 " center *= ShadowMap_TextureScale;\n"
935 " 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"
936 " 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"
937 " 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"
938 " 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"
939 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
940 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
942 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
943 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
944 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
945 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
946 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
947 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
951 " f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
955 "# ifdef USESHADOWMAPORTHO\n"
956 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
962 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
963 "#endif // FRAGMENT_SHADER\n"
968 "#ifdef MODE_DEFERREDGEOMETRY\n"
969 "#ifdef VERTEX_SHADER\n"
970 "uniform highp mat4 TexMatrix;\n"
971 "#ifdef USEVERTEXTEXTUREBLEND\n"
972 "uniform highp mat4 BackgroundTexMatrix;\n"
974 "uniform highp mat4 ModelViewMatrix;\n"
977 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
978 "#ifdef USEVERTEXTEXTUREBLEND\n"
979 " VertexColor = Attrib_Color;\n"
980 " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
983 " // transform unnormalized eye direction into tangent space\n"
984 "#ifdef USEOFFSETMAPPING\n"
985 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
986 " EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
987 " EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
988 " EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
989 " EyeVectorFogDepth.w = 0.0;\n"
992 " VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n"
993 " VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n"
994 " VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n"
995 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
997 " gl_Position = TrippyVertex(gl_Position);\n"
999 " Depth = (ModelViewMatrix * Attrib_Position).z;\n"
1001 "#endif // VERTEX_SHADER\n"
1003 "#ifdef FRAGMENT_SHADER\n"
1006 "#ifdef USEOFFSETMAPPING\n"
1007 " // apply offsetmapping\n"
1008 " vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
1009 " vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
1010 " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
1011 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
1013 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
1016 "#ifdef USEALPHAKILL\n"
1017 " if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n"
1021 "#ifdef USEVERTEXTEXTUREBLEND\n"
1022 " float alpha = offsetMappedTexture2D(Texture_Color).a;\n"
1023 " float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1024 " //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n"
1025 " //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n"
1028 "#ifdef USEVERTEXTEXTUREBLEND\n"
1029 " vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1030 " float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n"
1032 " vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n"
1033 " float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
1036 " vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n"
1037 " dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);\n"
1039 "#endif // FRAGMENT_SHADER\n"
1040 "#else // !MODE_DEFERREDGEOMETRY\n"
1045 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1046 "#ifdef VERTEX_SHADER\n"
1047 "uniform highp mat4 ModelViewMatrix;\n"
1050 " ModelViewPosition = ModelViewMatrix * Attrib_Position;\n"
1051 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
1053 "#endif // VERTEX_SHADER\n"
1055 "#ifdef FRAGMENT_SHADER\n"
1056 "uniform highp mat4 ViewToLight;\n"
1057 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1058 "uniform highp vec2 ScreenToDepth;\n"
1059 "uniform myhalf3 DeferredColor_Ambient;\n"
1060 "uniform myhalf3 DeferredColor_Diffuse;\n"
1061 "#ifdef USESPECULAR\n"
1062 "uniform myhalf3 DeferredColor_Specular;\n"
1063 "uniform myhalf SpecularPower;\n"
1065 "uniform myhalf2 PixelToScreenTexCoord;\n"
1068 " // calculate viewspace pixel position\n"
1069 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1071 " // get the geometry information (depth, normal, specular exponent)\n"
1072 " myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1073 " // decode viewspace pixel normal\n"
1074 "// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n"
1075 " myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n"
1076 " // decode viewspace pixel position\n"
1077 "// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n"
1078 " position.z = normalmap.b;\n"
1079 "// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1080 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1082 " // now do the actual shading\n"
1083 " // surfacenormal = pixel normal in viewspace\n"
1084 " // LightVector = pixel to light in viewspace\n"
1085 " // CubeVector = pixel in lightspace\n"
1086 " // eyenormal = pixel to view direction in viewspace\n"
1087 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1088 " myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1089 "#ifdef USEDIFFUSE\n"
1090 " // calculate diffuse shading\n"
1091 " myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));\n"
1094 "#ifdef USESPECULAR\n"
1095 " // calculate directional shading\n"
1096 " myhalf3 eyenormal = -normalize(cast_myhalf3(position));\n"
1097 "SHADESPECULAR(SpecularPower * normalmap.a)\n"
1100 "#if defined(USESHADOWMAP2D)\n"
1101 " fade *= ShadowMapCompare(CubeVector);\n"
1104 "#ifdef USESPECULAR\n"
1105 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1106 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1107 "# ifdef USECUBEFILTER\n"
1108 " vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
1109 " gl_FragData[0].rgb *= cubecolor;\n"
1110 " gl_FragData[1].rgb *= cubecolor;\n"
1113 "# ifdef USEDIFFUSE\n"
1114 " gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1116 " gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1118 "# ifdef USECUBEFILTER\n"
1119 " vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
1120 " gl_FragColor.rgb *= cubecolor;\n"
1124 "#endif // FRAGMENT_SHADER\n"
1125 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1130 "#ifdef VERTEX_SHADER\n"
1131 "uniform highp mat4 TexMatrix;\n"
1132 "#ifdef USEVERTEXTEXTUREBLEND\n"
1133 "uniform highp mat4 BackgroundTexMatrix;\n"
1135 "#ifdef MODE_LIGHTSOURCE\n"
1136 "uniform highp mat4 ModelToLight;\n"
1138 "#ifdef USESHADOWMAPORTHO\n"
1139 "uniform highp mat4 ShadowMapMatrix;\n"
1141 "#ifdef USEBOUNCEGRID\n"
1142 "uniform highp mat4 BounceGridMatrix;\n"
1146 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n"
1147 " VertexColor = Attrib_Color;\n"
1149 " // copy the surface texcoord\n"
1150 "#ifdef USELIGHTMAP\n"
1151 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n"
1153 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
1155 "#ifdef USEVERTEXTEXTUREBLEND\n"
1156 " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
1159 "#ifdef USEBOUNCEGRID\n"
1160 " BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n"
1161 "#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
1162 " BounceGridTexCoord.z *= 0.125;\n"
1166 "#ifdef MODE_LIGHTSOURCE\n"
1167 " // transform vertex position into light attenuation/cubemap space\n"
1168 " // (-1 to +1 across the light box)\n"
1169 " CubeVector = vec3(ModelToLight * Attrib_Position);\n"
1171 "# ifdef USEDIFFUSE\n"
1172 " // transform unnormalized light direction into tangent space\n"
1173 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1174 " // normalize it per pixel)\n"
1175 " vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n"
1176 " LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n"
1177 " LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n"
1178 " LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n"
1182 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1183 " LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n"
1184 " LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n"
1185 " LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n"
1188 " // transform unnormalized eye direction into tangent space\n"
1189 "#ifdef USEEYEVECTOR\n"
1190 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
1191 " EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
1192 " EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
1193 " EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
1195 " EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n"
1197 " EyeVectorFogDepth.w = 0.0;\n"
1202 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
1204 " VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n"
1205 " VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n"
1206 " VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n"
1208 " VectorS = vec4(Attrib_TexCoord1, 0);\n"
1209 " VectorT = vec4(Attrib_TexCoord2, 0);\n"
1210 " VectorR = vec4(Attrib_TexCoord3, 0);\n"
1214 " EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
1218 " // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n"
1219 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
1221 "#ifdef USESHADOWMAPORTHO\n"
1222 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1225 "#ifdef USEREFLECTION\n"
1226 " ModelViewProjectionPosition = gl_Position;\n"
1228 "#ifdef USETRIPPY\n"
1229 " gl_Position = TrippyVertex(gl_Position);\n"
1232 "#endif // VERTEX_SHADER\n"
1237 "#ifdef FRAGMENT_SHADER\n"
1238 "#ifdef USEDEFERREDLIGHTMAP\n"
1239 "uniform myhalf2 PixelToScreenTexCoord;\n"
1240 "uniform myhalf3 DeferredMod_Diffuse;\n"
1241 "uniform myhalf3 DeferredMod_Specular;\n"
1243 "uniform myhalf3 Color_Ambient;\n"
1244 "uniform myhalf3 Color_Diffuse;\n"
1245 "uniform myhalf3 Color_Specular;\n"
1246 "uniform myhalf SpecularPower;\n"
1248 "uniform myhalf3 Color_Glow;\n"
1250 "uniform myhalf Alpha;\n"
1251 "#ifdef USEREFLECTION\n"
1252 "uniform mediump vec4 DistortScaleRefractReflect;\n"
1253 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
1254 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
1255 "uniform mediump vec4 ReflectColor;\n"
1257 "#ifdef USEREFLECTCUBE\n"
1258 "uniform highp mat4 ModelToReflectCube;\n"
1259 "uniform sampler2D Texture_ReflectMask;\n"
1260 "uniform samplerCube Texture_ReflectCube;\n"
1262 "#ifdef MODE_LIGHTDIRECTION\n"
1263 "uniform myhalf3 LightColor;\n"
1265 "#ifdef MODE_LIGHTSOURCE\n"
1266 "uniform myhalf3 LightColor;\n"
1268 "#ifdef USEBOUNCEGRID\n"
1269 "uniform sampler3D Texture_BounceGrid;\n"
1270 "uniform float BounceGridIntensity;\n"
1271 "uniform highp mat4 BounceGridMatrix;\n"
1273 "uniform highp float ClientTime;\n"
1274 "#ifdef USENORMALMAPSCROLLBLEND\n"
1275 "uniform highp vec2 NormalmapScrollBlend;\n"
1279 "#ifdef USEOFFSETMAPPING\n"
1280 " // apply offsetmapping\n"
1281 " vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
1282 " vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
1283 " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
1284 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
1285 "# define TexCoord TexCoordOffset\n"
1287 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
1288 "# define TexCoord TexCoordSurfaceLightmap.xy\n"
1291 " // combine the diffuse textures (base, pants, shirt)\n"
1292 " myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));\n"
1293 "#ifdef USEALPHAKILL\n"
1294 " if (color.a < 0.5)\n"
1297 " color.a *= Alpha;\n"
1298 "#ifdef USECOLORMAPPING\n"
1299 " color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n"
1301 "#ifdef USEVERTEXTEXTUREBLEND\n"
1302 "#ifdef USEBOTHALPHAS\n"
1303 " myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n"
1304 " myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));\n"
1305 " color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n"
1307 " myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));\n"
1308 " //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));\n"
1309 " //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;\n"
1310 " color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1313 " //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1315 "#ifdef USEALPHAGENVERTEX\n"
1316 " color.a *= VertexColor.a;\n"
1319 " // get the surface normal\n"
1320 "#ifdef USEVERTEXTEXTUREBLEND\n"
1321 " 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"
1323 " myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));\n"
1326 " // get the material colors\n"
1327 " myhalf3 diffusetex = color.rgb;\n"
1328 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1329 "# ifdef USEVERTEXTEXTUREBLEND\n"
1330 " myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n"
1332 " myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));\n"
1336 "#ifdef USEREFLECTCUBE\n"
1337 " vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n"
1338 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n"
1339 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1340 " diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1343 "#ifdef USESPECULAR\n"
1344 " myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));\n"
1350 "#ifdef MODE_LIGHTSOURCE\n"
1351 " // light source\n"
1352 "#ifdef USEDIFFUSE\n"
1353 " myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n"
1355 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1356 "#ifdef USESPECULAR\n"
1357 "SHADESPECULAR(SpecularPower * glosstex.a)\n"
1358 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1361 " color.rgb = diffusetex * Color_Ambient;\n"
1363 " color.rgb *= LightColor;\n"
1364 " color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1365 "#if defined(USESHADOWMAP2D)\n"
1366 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1368 "# ifdef USECUBEFILTER\n"
1369 " color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n"
1371 "#endif // MODE_LIGHTSOURCE\n"
1376 "#ifdef MODE_LIGHTDIRECTION\n"
1377 " #define SHADING\n"
1378 " #ifdef USEDIFFUSE\n"
1379 " myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n"
1381 " #define lightcolor LightColor\n"
1382 "#endif // MODE_LIGHTDIRECTION\n"
1383 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1384 " #define SHADING\n"
1385 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1386 " myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n"
1387 " myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1388 " // convert modelspace light vector to tangentspace\n"
1389 " myhalf3 lightnormal;\n"
1390 " lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n"
1391 " lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n"
1392 " lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));\n"
1393 " lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
1394 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1395 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1396 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1397 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1398 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1399 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1400 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1401 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1402 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1403 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1404 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1405 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1406 " #define SHADING\n"
1407 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1408 " myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n"
1409 " myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1411 "#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
1412 " #define SHADING\n"
1413 " // forced deluxemap on lightmapped/vertexlit surfaces\n"
1414 " myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);\n"
1415 " #ifdef USELIGHTMAP\n"
1416 " myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1418 " myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n"
1421 "#ifdef MODE_FAKELIGHT\n"
1422 " #define SHADING\n"
1423 " myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n"
1424 " myhalf3 lightcolor = cast_myhalf3(1.0);\n"
1425 "#endif // MODE_FAKELIGHT\n"
1430 "#ifdef MODE_LIGHTMAP\n"
1431 " color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n"
1432 "#endif // MODE_LIGHTMAP\n"
1433 "#ifdef MODE_VERTEXCOLOR\n"
1434 " color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);\n"
1435 "#endif // MODE_VERTEXCOLOR\n"
1436 "#ifdef MODE_FLATCOLOR\n"
1437 " color.rgb = diffusetex * Color_Ambient;\n"
1438 "#endif // MODE_FLATCOLOR\n"
1444 "# ifdef USEDIFFUSE\n"
1446 "# ifdef USESPECULAR\n"
1447 "SHADESPECULAR(SpecularPower * glosstex.a)\n"
1448 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1450 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1453 " color.rgb = diffusetex * Color_Ambient;\n"
1457 "#ifdef USESHADOWMAPORTHO\n"
1458 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1461 "#ifdef USEDEFERREDLIGHTMAP\n"
1462 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1463 " color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1464 " color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1465 "// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);\n"
1468 "#ifdef USEBOUNCEGRID\n"
1469 "#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
1470 "// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord ));\n"
1471 "// 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"
1472 " myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n"
1473 " myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n"
1474 " myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n"
1475 " myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n"
1476 " myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n"
1477 " myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n"
1478 " myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n"
1479 " myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n"
1480 " myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n"
1481 "// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);\n"
1482 " myhalf3 bouncegrid_light = cast_myhalf3(\n"
1483 " dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n"
1484 " dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n"
1485 " dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n"
1486 " color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n"
1487 "// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n"
1489 " color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n"
1494 "#ifdef USEVERTEXTEXTUREBLEND\n"
1495 " color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n"
1497 " color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n"
1501 "#ifdef USECELOUTLINES\n"
1502 "# ifdef USEDEFERREDLIGHTMAP\n"
1503 "// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1504 " vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);\n"
1505 " vec4 DepthNeighbors;\n"
1506 " float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;\n"
1507 " DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;\n"
1508 " DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;\n"
1509 " DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;\n"
1510 " DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;\n"
1511 " float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));\n"
1512 " float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));\n"
1513 "// color.rgb = vec3(1.0, 1.0, 1.0);\n"
1514 " color.rgb *= max(0.25, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.07 * DepthDelta) / (0.03 + 0.03 * DepthDelta));\n"
1515 "// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta);\n"
1520 " color.rgb = FogVertex(color);\n"
1523 " // 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"
1524 "#ifdef USEREFLECTION\n"
1525 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1526 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1527 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1528 " #ifdef USENORMALMAPSCROLLBLEND\n"
1529 "# ifdef USEOFFSETMAPPING\n"
1530 " 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"
1532 " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
1534 " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
1535 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n"
1537 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1539 " // FIXME temporary hack to detect the case that the reflection\n"
1540 " // gets blackened at edges due to leaving the area that contains actual\n"
1542 " // Remove this 'ack once we have a better way to stop this thing from\n"
1544 " float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1545 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1546 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1547 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1548 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1549 " color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1552 " dp_FragColor = vec4(color);\n"
1554 "#endif // FRAGMENT_SHADER\n"
1556 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1557 "#endif // !MODE_DEFERREDGEOMETRY\n"
1558 "#endif // !MODE_WATER\n"
1559 "#endif // !MODE_REFRACTION\n"
1560 "#endif // !MODE_BLOOMBLUR\n"
1561 "#endif // !MODE_GENERIC\n"
1562 "#endif // !MODE_POSTPROCESS\n"
1563 "#endif // !MODE_SHOWDEPTH\n"
1564 "#endif // !MODE_DEPTH_OR_SHADOW\n"