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",
78 "#ifdef USESKELETAL\n",
79 "//uniform mat4 Skeletal_Transform[128];\n",
80 "uniform vec4 Skeletal_Transform12[768];\n",
81 "dp_attribute vec4 Attrib_SkeletalIndex;\n",
82 "dp_attribute vec4 Attrib_SkeletalWeight;\n",
85 "dp_varying mediump vec4 VertexColor;\n",
87 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n",
90 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n",
91 "# define USELIGHTMAP\n",
93 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n",
94 "# define USEEYEVECTOR\n",
97 "#ifdef USESHADOWMAP2D\n",
98 "# ifdef GL_EXT_gpu_shader4\n",
99 "# extension GL_EXT_gpu_shader4 : enable\n",
101 "# ifdef GL_ARB_texture_gather\n",
102 "# extension GL_ARB_texture_gather : enable\n",
104 "# ifdef GL_AMD_texture_texture4\n",
105 "# extension GL_AMD_texture_texture4 : enable\n",
110 "//#ifdef USESHADOWSAMPLER\n",
111 "//# extension GL_ARB_shadow : enable\n",
114 "//#ifdef __GLSL_CG_DATA_TYPES\n",
115 "//# define myhalf half\n",
116 "//# define myhalf2 half2\n",
117 "//# define myhalf3 half3\n",
118 "//# define myhalf4 half4\n",
119 "//# define cast_myhalf half\n",
120 "//# define cast_myhalf2 half2\n",
121 "//# define cast_myhalf3 half3\n",
122 "//# define cast_myhalf4 half4\n",
124 "# define myhalf mediump float\n",
125 "# define myhalf2 mediump vec2\n",
126 "# define myhalf3 mediump vec3\n",
127 "# define myhalf4 mediump vec4\n",
128 "# define cast_myhalf float\n",
129 "# define cast_myhalf2 vec2\n",
130 "# define cast_myhalf3 vec3\n",
131 "# define cast_myhalf4 vec4\n",
134 "#ifdef VERTEX_SHADER\n",
135 "uniform highp mat4 ModelViewProjectionMatrix;\n",
138 "#ifdef VERTEX_SHADER\n",
139 "#ifdef USETRIPPY\n",
140 "// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n",
141 "// tweaked scale\n",
142 "uniform highp float ClientTime;\n",
143 "vec4 TrippyVertex(vec4 position)\n",
145 " float worldTime = ClientTime;\n",
146 " // tweaked for Quake\n",
147 " worldTime *= 10.0;\n",
148 " position *= 0.125;\n",
149 " //~tweaked for Quake\n",
150 " float distanceSquared = (position.x * position.x + position.z * position.z);\n",
151 " position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n",
152 " float y = position.y;\n",
153 " float x = position.x;\n",
154 " float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n",
155 " position.y = x*sin(om)+y*cos(om);\n",
156 " position.x = x*cos(om)-y*sin(om);\n",
157 " return position;\n",
162 "#ifdef MODE_DEPTH_OR_SHADOW\n",
163 "dp_varying highp float Depth;\n",
164 "#ifdef VERTEX_SHADER\n",
167 "#ifdef USESKELETAL\n",
168 " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
169 " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
170 " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
171 " vec4 sw = Attrib_SkeletalWeight;\n",
172 " vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
173 " vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
174 " vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
175 " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
176 " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
177 "#define Attrib_Position SkeletalVertex\n",
179 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
180 "#ifdef USETRIPPY\n",
181 " gl_Position = TrippyVertex(gl_Position);\n",
183 " Depth = gl_Position.z;\n",
187 "#ifdef FRAGMENT_SHADER\n",
190 "#ifdef USEDEPTHRGB\n",
191 " dp_FragColor = encodedepthmacro(Depth);\n",
193 " dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n",
197 "#else // !MODE_DEPTH_ORSHADOW\n",
202 "#ifdef MODE_POSTPROCESS\n",
203 "dp_varying mediump vec2 TexCoord1;\n",
204 "dp_varying mediump vec2 TexCoord2;\n",
206 "#ifdef VERTEX_SHADER\n",
209 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
210 " TexCoord1 = Attrib_TexCoord0.xy;\n",
212 " TexCoord2 = Attrib_TexCoord4.xy;\n",
217 "#ifdef FRAGMENT_SHADER\n",
218 "uniform sampler2D Texture_First;\n",
220 "uniform sampler2D Texture_Second;\n",
221 "uniform mediump vec4 BloomColorSubtract;\n",
223 "#ifdef USEGAMMARAMPS\n",
224 "uniform sampler2D Texture_GammaRamps;\n",
226 "#ifdef USESATURATION\n",
227 "uniform mediump float Saturation;\n",
229 "#ifdef USEVIEWTINT\n",
230 "uniform mediump vec4 ViewTintColor;\n",
232 "//uncomment these if you want to use them:\n",
233 "uniform mediump vec4 UserVec1;\n",
234 "uniform mediump vec4 UserVec2;\n",
235 "// uniform mediump vec4 UserVec3;\n",
236 "// uniform mediump vec4 UserVec4;\n",
237 "// uniform highp float ClientTime;\n",
238 "uniform mediump vec2 PixelSize;\n",
241 " dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n",
243 " dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
245 "#ifdef USEVIEWTINT\n",
246 " dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n",
249 "#ifdef USEPOSTPROCESSING\n",
250 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n",
251 "// 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",
252 " float sobel = 1.0;\n",
253 " // vec2 ts = textureSize(Texture_First, 0);\n",
254 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n",
255 " vec2 px = PixelSize;\n",
256 " vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n",
257 " vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n",
258 " vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n",
259 " vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n",
260 " vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n",
261 " vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n",
262 " vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n",
263 " vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n",
264 " vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n",
265 " vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n",
266 " vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n",
267 " vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n",
268 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n",
269 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n",
270 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n",
271 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n",
272 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n",
273 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n",
274 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n",
275 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n",
276 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n",
277 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n",
278 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n",
279 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n",
280 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n",
281 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n",
282 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n",
283 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n",
284 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n",
285 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n",
286 " dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n",
287 " dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n",
290 "#ifdef USESATURATION\n",
291 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n",
292 " float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n",
293 " // 'vampire sight' effect, wheres red is compensated\n",
294 " #ifdef SATURATION_REDCOMPENSATE\n",
295 " float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n",
296 " dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n",
297 " dp_FragColor.r += rboost;\n",
299 " // normal desaturation\n",
300 " //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n",
301 " dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n",
305 "#ifdef USEGAMMARAMPS\n",
306 " dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n",
307 " dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n",
308 " dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n",
312 "#else // !MODE_POSTPROCESS\n",
317 "#ifdef MODE_GENERIC\n",
318 "#ifdef USEDIFFUSE\n",
319 "dp_varying mediump vec2 TexCoord1;\n",
321 "#ifdef USESPECULAR\n",
322 "dp_varying mediump vec2 TexCoord2;\n",
324 "uniform myhalf Alpha;\n",
325 "#ifdef VERTEX_SHADER\n",
328 "#ifdef USESKELETAL\n",
329 " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
330 " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
331 " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
332 " vec4 sw = Attrib_SkeletalWeight;\n",
333 " vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
334 " vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
335 " vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
336 " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
337 " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
338 "#define Attrib_Position SkeletalVertex\n",
340 " VertexColor = Attrib_Color;\n",
341 "#ifdef USEDIFFUSE\n",
342 " TexCoord1 = Attrib_TexCoord0.xy;\n",
344 "#ifdef USESPECULAR\n",
345 " TexCoord2 = Attrib_TexCoord1.xy;\n",
347 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
348 "#ifdef USETRIPPY\n",
349 " gl_Position = TrippyVertex(gl_Position);\n",
354 "#ifdef FRAGMENT_SHADER\n",
355 "#ifdef USEDIFFUSE\n",
356 "uniform sampler2D Texture_First;\n",
358 "#ifdef USESPECULAR\n",
359 "uniform sampler2D Texture_Second;\n",
361 "#ifdef USEGAMMARAMPS\n",
362 "uniform sampler2D Texture_GammaRamps;\n",
367 "#ifdef USEVIEWTINT\n",
368 " dp_FragColor = VertexColor;\n",
370 " dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n",
372 "#ifdef USEDIFFUSE\n",
373 "# ifdef USEREFLECTCUBE\n",
374 " // suppress texture alpha\n",
375 " dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;\n",
377 " dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n",
381 "#ifdef USESPECULAR\n",
382 " vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n",
383 "# ifdef USECOLORMAPPING\n",
384 " dp_FragColor *= tex2;\n",
387 " dp_FragColor += tex2;\n",
389 "# ifdef USEVERTEXTEXTUREBLEND\n",
390 " dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n",
393 "#ifdef USEGAMMARAMPS\n",
394 " dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n",
395 " dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n",
396 " dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n",
398 "#ifdef USEALPHAKILL\n",
399 " dp_FragColor.a *= Alpha;\n",
403 "#else // !MODE_GENERIC\n",
408 "#ifdef MODE_BLOOMBLUR\n",
409 "dp_varying mediump vec2 TexCoord;\n",
410 "#ifdef VERTEX_SHADER\n",
413 " VertexColor = Attrib_Color;\n",
414 " TexCoord = Attrib_TexCoord0.xy;\n",
415 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
419 "#ifdef FRAGMENT_SHADER\n",
420 "uniform sampler2D Texture_First;\n",
421 "uniform mediump vec4 BloomBlur_Parameters;\n",
426 " vec2 tc = TexCoord;\n",
427 " vec3 color = dp_texture2D(Texture_First, tc).rgb;\n",
428 " tc += BloomBlur_Parameters.xy;\n",
429 " for (i = 1;i < SAMPLES;i++)\n",
431 " color += dp_texture2D(Texture_First, tc).rgb;\n",
432 " tc += BloomBlur_Parameters.xy;\n",
434 " dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n",
437 "#else // !MODE_BLOOMBLUR\n",
438 "#ifdef MODE_REFRACTION\n",
439 "dp_varying mediump vec2 TexCoord;\n",
440 "dp_varying highp vec4 ModelViewProjectionPosition;\n",
441 "uniform highp mat4 TexMatrix;\n",
442 "#ifdef VERTEX_SHADER\n",
446 "#ifdef USESKELETAL\n",
447 " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
448 " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
449 " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
450 " vec4 sw = Attrib_SkeletalWeight;\n",
451 " vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
452 " vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
453 " vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
454 " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
455 " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
456 "#define Attrib_Position SkeletalVertex\n",
458 "#ifdef USEALPHAGENVERTEX\n",
459 " VertexColor = Attrib_Color;\n",
461 " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n",
462 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
463 " ModelViewProjectionPosition = gl_Position;\n",
464 "#ifdef USETRIPPY\n",
465 " gl_Position = TrippyVertex(gl_Position);\n",
470 "#ifdef FRAGMENT_SHADER\n",
471 "uniform sampler2D Texture_Normal;\n",
472 "uniform sampler2D Texture_Refraction;\n",
474 "uniform mediump vec4 DistortScaleRefractReflect;\n",
475 "uniform mediump vec4 ScreenScaleRefractReflect;\n",
476 "uniform mediump vec4 ScreenCenterRefractReflect;\n",
477 "uniform mediump vec4 RefractColor;\n",
478 "uniform mediump vec4 ReflectColor;\n",
479 "uniform highp float ClientTime;\n",
480 "#ifdef USENORMALMAPSCROLLBLEND\n",
481 "uniform highp vec2 NormalmapScrollBlend;\n",
486 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n",
487 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n",
488 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n",
489 "#ifdef USEALPHAGENVERTEX\n",
490 " vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;\n",
491 " vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n",
493 " vec2 distort = DistortScaleRefractReflect.xy;\n",
494 " vec4 refractcolor = RefractColor;\n",
496 " #ifdef USENORMALMAPSCROLLBLEND\n",
497 " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n",
498 " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n",
499 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;\n",
501 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;\n",
503 " // FIXME temporary hack to detect the case that the reflection\n",
504 " // gets blackened at edges due to leaving the area that contains actual\n",
506 " // Remove this 'ack once we have a better way to stop this thing from\n",
508 " float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n",
509 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n",
510 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n",
511 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n",
512 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n",
513 " dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;\n",
516 "#else // !MODE_REFRACTION\n",
521 "#ifdef MODE_WATER\n",
522 "dp_varying mediump vec2 TexCoord;\n",
523 "dp_varying highp vec3 EyeVector;\n",
524 "dp_varying highp vec4 ModelViewProjectionPosition;\n",
525 "#ifdef VERTEX_SHADER\n",
526 "uniform highp vec3 EyePosition;\n",
527 "uniform highp mat4 TexMatrix;\n",
531 "#ifdef USESKELETAL\n",
532 " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
533 " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
534 " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
535 " vec4 sw = Attrib_SkeletalWeight;\n",
536 " vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
537 " vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
538 " vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
539 " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
540 " mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n",
541 " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
542 " vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n",
543 " vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n",
544 " vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n",
545 "#define Attrib_Position SkeletalVertex\n",
546 "#define Attrib_TexCoord1 SkeletalSVector\n",
547 "#define Attrib_TexCoord2 SkeletalTVector\n",
548 "#define Attrib_TexCoord3 SkeletalNormal\n",
550 "#ifdef USEALPHAGENVERTEX\n",
551 " VertexColor = Attrib_Color;\n",
553 " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n",
554 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n",
555 " EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n",
556 " EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n",
557 " EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n",
558 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
559 " ModelViewProjectionPosition = gl_Position;\n",
560 "#ifdef USETRIPPY\n",
561 " gl_Position = TrippyVertex(gl_Position);\n",
566 "#ifdef FRAGMENT_SHADER\n",
567 "uniform sampler2D Texture_Normal;\n",
568 "uniform sampler2D Texture_Refraction;\n",
569 "uniform sampler2D Texture_Reflection;\n",
571 "uniform mediump vec4 DistortScaleRefractReflect;\n",
572 "uniform mediump vec4 ScreenScaleRefractReflect;\n",
573 "uniform mediump vec4 ScreenCenterRefractReflect;\n",
574 "uniform mediump vec4 RefractColor;\n",
575 "uniform mediump vec4 ReflectColor;\n",
576 "uniform mediump float ReflectFactor;\n",
577 "uniform mediump float ReflectOffset;\n",
578 "uniform highp float ClientTime;\n",
579 "#ifdef USENORMALMAPSCROLLBLEND\n",
580 "uniform highp vec2 NormalmapScrollBlend;\n",
585 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n",
586 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n",
587 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n",
588 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n",
589 " // slight water animation via 2 layer scrolling (todo: tweak)\n",
590 "#ifdef USEALPHAGENVERTEX\n",
591 " vec4 distort = DistortScaleRefractReflect * VertexColor.a;\n",
592 " float reflectoffset = ReflectOffset * VertexColor.a;\n",
593 " float reflectfactor = ReflectFactor * VertexColor.a;\n",
594 " vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n",
596 " vec4 distort = DistortScaleRefractReflect;\n",
597 " float reflectoffset = ReflectOffset;\n",
598 " float reflectfactor = ReflectFactor;\n",
599 " vec4 refractcolor = RefractColor;\n",
601 " #ifdef USENORMALMAPSCROLLBLEND\n",
602 " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n",
603 " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n",
604 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;\n",
606 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;\n",
608 " // FIXME temporary hack to detect the case that the reflection\n",
609 " // gets blackened at edges due to leaving the area that contains actual\n",
611 " // Remove this 'ack once we have a better way to stop this thing from\n",
613 " float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n",
614 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n",
615 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n",
616 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n",
617 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n",
618 " f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n",
619 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n",
620 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n",
621 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n",
622 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n",
623 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;\n",
624 " 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",
627 "#else // !MODE_WATER\n",
632 "// common definitions between vertex shader and fragment shader:\n",
634 "dp_varying mediump vec4 TexCoordSurfaceLightmap;\n",
635 "#ifdef USEVERTEXTEXTUREBLEND\n",
636 "dp_varying mediump vec2 TexCoord2;\n",
639 "#ifdef MODE_LIGHTSOURCE\n",
640 "dp_varying mediump vec3 CubeVector;\n",
643 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n",
644 "dp_varying mediump vec3 LightVector;\n",
647 "#ifdef USEEYEVECTOR\n",
648 "dp_varying highp vec4 EyeVectorFogDepth;\n",
651 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n",
652 "dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n",
653 "dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n",
654 "dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n",
657 "dp_varying highp vec3 EyeVectorModelSpace;\n",
661 "#ifdef USEREFLECTION\n",
662 "dp_varying highp vec4 ModelViewProjectionPosition;\n",
664 "#ifdef MODE_DEFERREDLIGHTSOURCE\n",
665 "uniform highp vec3 LightPosition;\n",
666 "dp_varying highp vec4 ModelViewPosition;\n",
669 "#ifdef MODE_LIGHTSOURCE\n",
670 "uniform highp vec3 LightPosition;\n",
672 "uniform highp vec3 EyePosition;\n",
673 "#ifdef MODE_LIGHTDIRECTION\n",
674 "uniform highp vec3 LightDir;\n",
676 "uniform highp vec4 FogPlane;\n",
678 "#ifdef USESHADOWMAPORTHO\n",
679 "dp_varying highp vec3 ShadowMapTC;\n",
682 "#ifdef USEBOUNCEGRID\n",
683 "dp_varying highp vec3 BounceGridTexCoord;\n",
686 "#ifdef MODE_DEFERREDGEOMETRY\n",
687 "dp_varying highp float Depth;\n",
695 "// 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",
697 "// fragment shader specific:\n",
698 "#ifdef FRAGMENT_SHADER\n",
700 "uniform sampler2D Texture_Normal;\n",
701 "uniform sampler2D Texture_Color;\n",
702 "uniform sampler2D Texture_Gloss;\n",
704 "uniform sampler2D Texture_Glow;\n",
706 "#ifdef USEVERTEXTEXTUREBLEND\n",
707 "uniform sampler2D Texture_SecondaryNormal;\n",
708 "uniform sampler2D Texture_SecondaryColor;\n",
709 "uniform sampler2D Texture_SecondaryGloss;\n",
711 "uniform sampler2D Texture_SecondaryGlow;\n",
714 "#ifdef USECOLORMAPPING\n",
715 "uniform sampler2D Texture_Pants;\n",
716 "uniform sampler2D Texture_Shirt;\n",
719 "#ifdef USEFOGHEIGHTTEXTURE\n",
720 "uniform sampler2D Texture_FogHeightTexture;\n",
722 "uniform sampler2D Texture_FogMask;\n",
724 "#ifdef USELIGHTMAP\n",
725 "uniform sampler2D Texture_Lightmap;\n",
727 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n",
728 "uniform sampler2D Texture_Deluxemap;\n",
730 "#ifdef USEREFLECTION\n",
731 "uniform sampler2D Texture_Reflection;\n",
734 "#ifdef MODE_DEFERREDLIGHTSOURCE\n",
735 "uniform sampler2D Texture_ScreenNormalMap;\n",
737 "#ifdef USEDEFERREDLIGHTMAP\n",
738 "#ifdef USECELOUTLINES\n",
739 "uniform sampler2D Texture_ScreenNormalMap;\n",
741 "uniform sampler2D Texture_ScreenDiffuse;\n",
742 "uniform sampler2D Texture_ScreenSpecular;\n",
745 "uniform mediump vec3 Color_Pants;\n",
746 "uniform mediump vec3 Color_Shirt;\n",
747 "uniform mediump vec3 FogColor;\n",
750 "uniform highp float FogRangeRecip;\n",
751 "uniform highp float FogPlaneViewDist;\n",
752 "uniform highp float FogHeightFade;\n",
753 "vec3 FogVertex(vec4 surfacecolor)\n",
755 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n",
756 " vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n",
758 " float FogPlaneVertexDist = EyeVectorFogDepth.w;\n",
760 " vec3 fc = FogColor;\n",
761 "#ifdef USEFOGALPHAHACK\n",
762 " fc *= surfacecolor.a;\n",
764 "#ifdef USEFOGHEIGHTTEXTURE\n",
765 " vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n",
766 " fogfrac = fogheightpixel.a;\n",
767 " return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n",
769 "# ifdef USEFOGOUTSIDE\n",
770 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n",
772 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n",
774 " return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n",
779 "#ifdef USEOFFSETMAPPING\n",
780 "uniform mediump vec4 OffsetMapping_ScaleSteps;\n",
781 "uniform mediump float OffsetMapping_Bias;\n",
782 "#ifdef USEOFFSETMAPPING_LOD\n",
783 "uniform mediump float OffsetMapping_LodDistance;\n",
785 "vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n",
788 " // distance-based LOD\n",
789 "#ifdef USEOFFSETMAPPING_LOD\n",
790 " //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n",
791 " //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n",
792 " mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n",
793 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n",
794 " // stupid workaround because 1-step and 2-step reliefmapping is void\n",
795 " mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n",
797 " mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n",
799 " mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n",
800 " mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n",
802 " #define ScaleSteps OffsetMapping_ScaleSteps\n",
804 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n",
806 " // 14 sample relief mapping: linear search and then binary search\n",
807 " // this basically steps forward a small amount repeatedly until it finds\n",
808 " // itself inside solid, then jitters forward and back using decreasing\n",
809 " // amounts to find the impact\n",
810 " //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n",
811 " //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n",
812 " vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n",
813 " vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n",
814 " OffsetVector *= ScaleSteps.z;\n",
815 " for(i = 1.0; i < ScaleSteps.y; ++i)\n",
816 " RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n",
817 " for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n",
818 " RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n",
821 " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n",
822 " //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n",
823 " //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n",
824 " vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n",
825 " OffsetVector *= ScaleSteps.z;\n",
826 " for(i = 0.0; i < ScaleSteps.y; ++i)\n",
827 " TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n",
828 " return TexCoord;\n",
831 "#endif // USEOFFSETMAPPING\n",
833 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n",
834 "uniform sampler2D Texture_Attenuation;\n",
835 "uniform samplerCube Texture_Cube;\n",
838 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n",
840 "#ifdef USESHADOWMAP2D\n",
841 "# ifdef USESHADOWSAMPLER\n",
842 "uniform sampler2DShadow Texture_ShadowMap2D;\n",
844 "uniform sampler2D Texture_ShadowMap2D;\n",
848 "#ifdef USESHADOWMAPVSDCT\n",
849 "uniform samplerCube Texture_CubeProjection;\n",
852 "#if defined(USESHADOWMAP2D)\n",
853 "uniform mediump vec2 ShadowMap_TextureScale;\n",
854 "uniform mediump vec4 ShadowMap_Parameters;\n",
857 "#if defined(USESHADOWMAP2D)\n",
858 "# ifdef USESHADOWMAPORTHO\n",
859 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n",
861 "# ifdef USESHADOWMAPVSDCT\n",
862 "vec3 GetShadowMapTC2D(vec3 dir)\n",
864 " vec3 adir = abs(dir);\n",
865 " float m = max(max(adir.x, adir.y), adir.z);\n",
866 " vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n",
867 "#ifdef USEDEPTHRGB\n",
868 " 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",
870 " vec2 mparams = ShadowMap_Parameters.xy / m;\n",
871 " return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n",
875 "vec3 GetShadowMapTC2D(vec3 dir)\n",
877 " vec3 adir = abs(dir);\n",
878 " float m; vec4 proj;\n",
879 " 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",
880 " if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }\n",
881 "#ifdef USEDEPTHRGB\n",
882 " 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",
884 " vec2 mparams = ShadowMap_Parameters.xy / m;\n",
885 " 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",
890 "#endif // defined(USESHADOWMAP2D)\n",
892 "# ifdef USESHADOWMAP2D\n",
893 "float ShadowMapCompare(vec3 dir)\n",
895 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n",
898 "# ifdef USEDEPTHRGB\n",
899 "# ifdef USESHADOWMAPPCF\n",
900 "# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale))\n",
901 "# if USESHADOWMAPPCF > 1\n",
902 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n",
903 " center *= ShadowMap_TextureScale;\n",
904 " 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",
905 " 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",
906 " 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",
907 " 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",
908 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n",
909 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n",
911 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n",
912 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n",
913 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n",
914 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n",
915 " vec3 cols = row2 + mix(row1, row3, offset.y);\n",
916 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n",
919 " f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale)));\n",
922 "# ifdef USESHADOWSAMPLER\n",
923 "# ifdef USESHADOWMAPPCF\n",
924 "# define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z)) \n",
925 " vec2 offset = fract(shadowmaptc.xy - 0.5);\n",
926 " vec4 size = vec4(offset + 1.0, 2.0 - offset);\n",
927 "# if USESHADOWMAPPCF > 1\n",
928 " vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale;\n",
929 " vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n",
930 " f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +\n",
931 " (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +\n",
932 " (4.0/25.0)*texval(center);\n",
934 " vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n",
935 " f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));\n",
938 " f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n",
941 "# ifdef USESHADOWMAPPCF\n",
942 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n",
943 "# ifdef GL_ARB_texture_gather\n",
944 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n",
946 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n",
948 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n",
949 "# if USESHADOWMAPPCF > 1\n",
950 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n",
951 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n",
952 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n",
953 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n",
954 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n",
955 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n",
956 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n",
957 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n",
958 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n",
959 " vec4 locols = vec4(group1.ab, group3.ab);\n",
960 " vec4 hicols = vec4(group7.rg, group9.rg);\n",
961 " locols.yz += group2.ab;\n",
962 " hicols.yz += group8.rg;\n",
963 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n",
964 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n",
965 " mix(locols, hicols, offset.y);\n",
966 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n",
967 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n",
968 " f = dot(cols, vec4(1.0/25.0));\n",
970 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n",
971 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n",
972 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n",
973 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n",
974 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n",
975 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n",
976 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n",
979 "# ifdef GL_EXT_gpu_shader4\n",
980 "# define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n",
982 "# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n",
984 "# if USESHADOWMAPPCF > 1\n",
985 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n",
986 " center *= ShadowMap_TextureScale;\n",
987 " 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",
988 " 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",
989 " 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",
990 " 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",
991 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n",
992 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n",
994 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n",
995 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n",
996 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n",
997 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n",
998 " vec3 cols = row2 + mix(row1, row3, offset.y);\n",
999 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n",
1003 " f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n",
1007 "# ifdef USESHADOWMAPORTHO\n",
1008 " return mix(ShadowMap_Parameters.w, 1.0, f);\n",
1014 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n",
1015 "#endif // FRAGMENT_SHADER\n",
1020 "#ifdef MODE_DEFERREDGEOMETRY\n",
1021 "#ifdef VERTEX_SHADER\n",
1022 "uniform highp mat4 TexMatrix;\n",
1023 "#ifdef USEVERTEXTEXTUREBLEND\n",
1024 "uniform highp mat4 BackgroundTexMatrix;\n",
1026 "uniform highp mat4 ModelViewMatrix;\n",
1027 "void main(void)\n",
1029 "#ifdef USESKELETAL\n",
1030 " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
1031 " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
1032 " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
1033 " vec4 sw = Attrib_SkeletalWeight;\n",
1034 " vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
1035 " vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
1036 " vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
1037 " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
1038 " mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n",
1039 " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
1040 " vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n",
1041 " vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n",
1042 " vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n",
1043 "#define Attrib_Position SkeletalVertex\n",
1044 "#define Attrib_TexCoord1 SkeletalSVector\n",
1045 "#define Attrib_TexCoord2 SkeletalTVector\n",
1046 "#define Attrib_TexCoord3 SkeletalNormal\n",
1048 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n",
1049 "#ifdef USEVERTEXTEXTUREBLEND\n",
1050 " VertexColor = Attrib_Color;\n",
1051 " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n",
1054 " // transform unnormalized eye direction into tangent space\n",
1055 "#ifdef USEOFFSETMAPPING\n",
1056 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n",
1057 " EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n",
1058 " EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n",
1059 " EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n",
1060 " EyeVectorFogDepth.w = 0.0;\n",
1063 " VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n",
1064 " VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n",
1065 " VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n",
1066 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
1067 "#ifdef USETRIPPY\n",
1068 " gl_Position = TrippyVertex(gl_Position);\n",
1070 " Depth = (ModelViewMatrix * Attrib_Position).z;\n",
1072 "#endif // VERTEX_SHADER\n",
1074 "#ifdef FRAGMENT_SHADER\n",
1075 "void main(void)\n",
1077 "#ifdef USEOFFSETMAPPING\n",
1078 " // apply offsetmapping\n",
1079 " vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n",
1080 " vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n",
1081 " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n",
1082 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n",
1084 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n",
1087 "#ifdef USEALPHAKILL\n",
1088 " if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n",
1092 "#ifdef USEVERTEXTEXTUREBLEND\n",
1093 " float alpha = offsetMappedTexture2D(Texture_Color).a;\n",
1094 " float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n",
1095 " //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n",
1096 " //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n",
1099 "#ifdef USEVERTEXTEXTUREBLEND\n",
1100 " vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n",
1101 " float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n",
1103 " vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n",
1104 " float a = offsetMappedTexture2D(Texture_Gloss).a;\n",
1107 " vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n",
1108 " dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);\n",
1110 "#endif // FRAGMENT_SHADER\n",
1111 "#else // !MODE_DEFERREDGEOMETRY\n",
1116 "#ifdef MODE_DEFERREDLIGHTSOURCE\n",
1117 "#ifdef VERTEX_SHADER\n",
1118 "uniform highp mat4 ModelViewMatrix;\n",
1119 "void main(void)\n",
1121 " ModelViewPosition = ModelViewMatrix * Attrib_Position;\n",
1122 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
1124 "#endif // VERTEX_SHADER\n",
1126 "#ifdef FRAGMENT_SHADER\n",
1127 "uniform highp mat4 ViewToLight;\n",
1128 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n",
1129 "uniform highp vec2 ScreenToDepth;\n",
1130 "uniform myhalf3 DeferredColor_Ambient;\n",
1131 "uniform myhalf3 DeferredColor_Diffuse;\n",
1132 "#ifdef USESPECULAR\n",
1133 "uniform myhalf3 DeferredColor_Specular;\n",
1134 "uniform myhalf SpecularPower;\n",
1136 "uniform myhalf2 PixelToScreenTexCoord;\n",
1137 "void main(void)\n",
1139 " // calculate viewspace pixel position\n",
1140 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n",
1141 " vec3 position;\n",
1142 " // get the geometry information (depth, normal, specular exponent)\n",
1143 " myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n",
1144 " // decode viewspace pixel normal\n",
1145 "// myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n",
1146 " myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n",
1147 " // decode viewspace pixel position\n",
1148 "// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n",
1149 " position.z = normalmap.b;\n",
1150 "// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n",
1151 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n",
1153 " // now do the actual shading\n",
1154 " // surfacenormal = pixel normal in viewspace\n",
1155 " // LightVector = pixel to light in viewspace\n",
1156 " // CubeVector = pixel in lightspace\n",
1157 " // eyenormal = pixel to view direction in viewspace\n",
1158 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n",
1159 " myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n",
1160 "#ifdef USEDIFFUSE\n",
1161 " // calculate diffuse shading\n",
1162 " myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));\n",
1165 "#ifdef USESPECULAR\n",
1166 " // calculate directional shading\n",
1167 " myhalf3 eyenormal = -normalize(cast_myhalf3(position));\n",
1168 "SHADESPECULAR(SpecularPower * normalmap.a)\n",
1171 "#if defined(USESHADOWMAP2D)\n",
1172 " fade *= ShadowMapCompare(CubeVector);\n",
1175 "#ifdef USESPECULAR\n",
1176 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n",
1177 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n",
1178 "# ifdef USECUBEFILTER\n",
1179 " vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n",
1180 " gl_FragData[0].rgb *= cubecolor;\n",
1181 " gl_FragData[1].rgb *= cubecolor;\n",
1184 "# ifdef USEDIFFUSE\n",
1185 " gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n",
1187 " gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n",
1189 "# ifdef USECUBEFILTER\n",
1190 " vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n",
1191 " gl_FragColor.rgb *= cubecolor;\n",
1195 "#endif // FRAGMENT_SHADER\n",
1196 "#else // !MODE_DEFERREDLIGHTSOURCE\n",
1201 "#ifdef VERTEX_SHADER\n",
1202 "uniform highp mat4 TexMatrix;\n",
1203 "#ifdef USEVERTEXTEXTUREBLEND\n",
1204 "uniform highp mat4 BackgroundTexMatrix;\n",
1206 "#ifdef MODE_LIGHTSOURCE\n",
1207 "uniform highp mat4 ModelToLight;\n",
1209 "#ifdef USESHADOWMAPORTHO\n",
1210 "uniform highp mat4 ShadowMapMatrix;\n",
1212 "#ifdef USEBOUNCEGRID\n",
1213 "uniform highp mat4 BounceGridMatrix;\n",
1215 "void main(void)\n",
1217 "#ifdef USESKELETAL\n",
1218 " ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
1219 " ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
1220 " ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
1221 " vec4 sw = Attrib_SkeletalWeight;\n",
1222 " vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
1223 " vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
1224 " vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
1225 " mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
1226 "// ivec4 si = ivec4(Attrib_SkeletalIndex);\n",
1227 "// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;\n",
1228 " mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n",
1229 " vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
1230 " SkeletalVertex.w = 1.0;\n",
1231 " vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n",
1232 " vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n",
1233 " vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n",
1234 "#define Attrib_Position SkeletalVertex\n",
1235 "#define Attrib_TexCoord1 SkeletalSVector\n",
1236 "#define Attrib_TexCoord2 SkeletalTVector\n",
1237 "#define Attrib_TexCoord3 SkeletalNormal\n",
1240 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n",
1241 " VertexColor = Attrib_Color;\n",
1243 " // copy the surface texcoord\n",
1244 "#ifdef USELIGHTMAP\n",
1245 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n",
1247 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n",
1249 "#ifdef USEVERTEXTEXTUREBLEND\n",
1250 " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n",
1253 "#ifdef USEBOUNCEGRID\n",
1254 " BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n",
1255 "#ifdef USEBOUNCEGRIDDIRECTIONAL\n",
1256 " BounceGridTexCoord.z *= 0.125;\n",
1260 "#ifdef MODE_LIGHTSOURCE\n",
1261 " // transform vertex position into light attenuation/cubemap space\n",
1262 " // (-1 to +1 across the light box)\n",
1263 " CubeVector = vec3(ModelToLight * Attrib_Position);\n",
1265 "# ifdef USEDIFFUSE\n",
1266 " // transform unnormalized light direction into tangent space\n",
1267 " // (we use unnormalized to ensure that it interpolates correctly and then\n",
1268 " // normalize it per pixel)\n",
1269 " vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n",
1270 " LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n",
1271 " LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n",
1272 " LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n",
1276 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n",
1277 " LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n",
1278 " LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n",
1279 " LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n",
1282 " // transform unnormalized eye direction into tangent space\n",
1283 "#ifdef USEEYEVECTOR\n",
1284 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n",
1285 " EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n",
1286 " EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n",
1287 " EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n",
1289 " EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n",
1291 " EyeVectorFogDepth.w = 0.0;\n",
1296 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n",
1298 " VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n",
1299 " VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n",
1300 " VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n",
1302 " VectorS = vec4(Attrib_TexCoord1, 0);\n",
1303 " VectorT = vec4(Attrib_TexCoord2, 0);\n",
1304 " VectorR = vec4(Attrib_TexCoord3, 0);\n",
1308 " EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n",
1312 " // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n",
1313 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
1315 "#ifdef USESHADOWMAPORTHO\n",
1316 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n",
1319 "#ifdef USEREFLECTION\n",
1320 " ModelViewProjectionPosition = gl_Position;\n",
1322 "#ifdef USETRIPPY\n",
1323 " gl_Position = TrippyVertex(gl_Position);\n",
1326 "#endif // VERTEX_SHADER\n",
1331 "#ifdef FRAGMENT_SHADER\n",
1332 "#ifdef USEDEFERREDLIGHTMAP\n",
1333 "uniform myhalf2 PixelToScreenTexCoord;\n",
1334 "uniform myhalf3 DeferredMod_Diffuse;\n",
1335 "uniform myhalf3 DeferredMod_Specular;\n",
1337 "uniform myhalf3 Color_Ambient;\n",
1338 "uniform myhalf3 Color_Diffuse;\n",
1339 "uniform myhalf3 Color_Specular;\n",
1340 "uniform myhalf SpecularPower;\n",
1342 "uniform myhalf3 Color_Glow;\n",
1344 "uniform myhalf Alpha;\n",
1345 "#ifdef USEREFLECTION\n",
1346 "uniform mediump vec4 DistortScaleRefractReflect;\n",
1347 "uniform mediump vec4 ScreenScaleRefractReflect;\n",
1348 "uniform mediump vec4 ScreenCenterRefractReflect;\n",
1349 "uniform mediump vec4 ReflectColor;\n",
1351 "#ifdef USEREFLECTCUBE\n",
1352 "uniform highp mat4 ModelToReflectCube;\n",
1353 "uniform sampler2D Texture_ReflectMask;\n",
1354 "uniform samplerCube Texture_ReflectCube;\n",
1356 "#ifdef MODE_LIGHTDIRECTION\n",
1357 "uniform myhalf3 LightColor;\n",
1359 "#ifdef MODE_LIGHTSOURCE\n",
1360 "uniform myhalf3 LightColor;\n",
1362 "#ifdef USEBOUNCEGRID\n",
1363 "uniform sampler3D Texture_BounceGrid;\n",
1364 "uniform float BounceGridIntensity;\n",
1365 "uniform highp mat4 BounceGridMatrix;\n",
1367 "uniform highp float ClientTime;\n",
1368 "#ifdef USENORMALMAPSCROLLBLEND\n",
1369 "uniform highp vec2 NormalmapScrollBlend;\n",
1371 "void main(void)\n",
1373 "#ifdef USEOFFSETMAPPING\n",
1374 " // apply offsetmapping\n",
1375 " vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n",
1376 " vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n",
1377 " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n",
1378 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n",
1379 "# define TexCoord TexCoordOffset\n",
1381 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n",
1382 "# define TexCoord TexCoordSurfaceLightmap.xy\n",
1385 " // combine the diffuse textures (base, pants, shirt)\n",
1386 " myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));\n",
1387 "#ifdef USEALPHAKILL\n",
1388 " if (color.a < 0.5)\n",
1391 " color.a *= Alpha;\n",
1392 "#ifdef USECOLORMAPPING\n",
1393 " color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n",
1395 "#ifdef USEVERTEXTEXTUREBLEND\n",
1396 "#ifdef USEBOTHALPHAS\n",
1397 " myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n",
1398 " myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));\n",
1399 " color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n",
1401 " myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));\n",
1402 " //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));\n",
1403 " //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;\n",
1404 " color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n",
1406 " color.a = 1.0;\n",
1407 " //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);\n",
1409 "#ifdef USEALPHAGENVERTEX\n",
1410 " color.a *= VertexColor.a;\n",
1413 " // get the surface normal\n",
1414 "#ifdef USEVERTEXTEXTUREBLEND\n",
1415 " 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",
1417 " myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));\n",
1420 " // get the material colors\n",
1421 " myhalf3 diffusetex = color.rgb;\n",
1422 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n",
1423 "# ifdef USEVERTEXTEXTUREBLEND\n",
1424 " myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n",
1426 " myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));\n",
1430 "#ifdef USEREFLECTCUBE\n",
1431 " vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n",
1432 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n",
1433 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n",
1434 " diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n",
1437 "#ifdef USESPECULAR\n",
1438 " myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));\n",
1444 "#ifdef MODE_LIGHTSOURCE\n",
1445 " // light source\n",
1446 "#ifdef USEDIFFUSE\n",
1447 " myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n",
1449 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n",
1450 "#ifdef USESPECULAR\n",
1451 "SHADESPECULAR(SpecularPower * glosstex.a)\n",
1452 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n",
1455 " color.rgb = diffusetex * Color_Ambient;\n",
1457 " color.rgb *= LightColor;\n",
1458 " color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n",
1459 "#if defined(USESHADOWMAP2D)\n",
1460 " color.rgb *= ShadowMapCompare(CubeVector);\n",
1462 "# ifdef USECUBEFILTER\n",
1463 " color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n",
1465 "#endif // MODE_LIGHTSOURCE\n",
1470 "#ifdef MODE_LIGHTDIRECTION\n",
1471 " #define SHADING\n",
1472 " #ifdef USEDIFFUSE\n",
1473 " myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n",
1475 " #define lightcolor LightColor\n",
1476 "#endif // MODE_LIGHTDIRECTION\n",
1477 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
1478 " #define SHADING\n",
1479 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n",
1480 " myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n",
1481 " myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n",
1482 " // convert modelspace light vector to tangentspace\n",
1483 " myhalf3 lightnormal;\n",
1484 " lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n",
1485 " lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n",
1486 " lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));\n",
1487 " lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n",
1488 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n",
1489 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n",
1490 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n",
1491 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n",
1492 " // to map the luxels to coordinates on the draw surfaces), which also causes\n",
1493 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n",
1494 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n",
1495 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n",
1496 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n",
1497 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n",
1498 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
1499 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n",
1500 " #define SHADING\n",
1501 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n",
1502 " myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n",
1503 " myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n",
1505 "#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n",
1506 " #define SHADING\n",
1507 " // forced deluxemap on lightmapped/vertexlit surfaces\n",
1508 " myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);\n",
1509 " #ifdef USELIGHTMAP\n",
1510 " myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n",
1512 " myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n",
1515 "#ifdef MODE_FAKELIGHT\n",
1516 " #define SHADING\n",
1517 " myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n",
1518 " myhalf3 lightcolor = cast_myhalf3(1.0);\n",
1519 "#endif // MODE_FAKELIGHT\n",
1524 "#ifdef MODE_LIGHTMAP\n",
1525 " color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n",
1526 "#endif // MODE_LIGHTMAP\n",
1527 "#ifdef MODE_VERTEXCOLOR\n",
1528 " color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);\n",
1529 "#endif // MODE_VERTEXCOLOR\n",
1530 "#ifdef MODE_FLATCOLOR\n",
1531 " color.rgb = diffusetex * Color_Ambient;\n",
1532 "#endif // MODE_FLATCOLOR\n",
1538 "# ifdef USEDIFFUSE\n",
1540 "# ifdef USESPECULAR\n",
1541 "SHADESPECULAR(SpecularPower * glosstex.a)\n",
1542 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n",
1544 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n",
1547 " color.rgb = diffusetex * Color_Ambient;\n",
1551 "#ifdef USESHADOWMAPORTHO\n",
1552 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n",
1555 "#ifdef USEDEFERREDLIGHTMAP\n",
1556 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n",
1557 " color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n",
1558 " color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n",
1559 "// color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);\n",
1562 "#ifdef USEBOUNCEGRID\n",
1563 "#ifdef USEBOUNCEGRIDDIRECTIONAL\n",
1564 "// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord ));\n",
1565 "// 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",
1566 " myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n",
1567 " myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n",
1568 " myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n",
1569 " myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n",
1570 " myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n",
1571 " myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n",
1572 " myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n",
1573 " myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n",
1574 " myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n",
1575 "// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);\n",
1576 " myhalf3 bouncegrid_light = cast_myhalf3(\n",
1577 " dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n",
1578 " dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n",
1579 " dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n",
1580 " color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n",
1581 "// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n",
1583 " color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n",
1588 "#ifdef USEVERTEXTEXTUREBLEND\n",
1589 " color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n",
1591 " color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n",
1595 "#ifdef USECELOUTLINES\n",
1596 "# ifdef USEDEFERREDLIGHTMAP\n",
1597 "// vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n",
1598 " vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);\n",
1599 " vec4 DepthNeighbors;\n",
1601 " // enable to test ink on white geometry\n",
1602 "// color.rgb = vec3(1.0, 1.0, 1.0);\n",
1604 " // note: this seems to be negative\n",
1605 " float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;\n",
1607 " // edge detect method\n",
1608 "// DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;\n",
1609 "// DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;\n",
1610 "// DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;\n",
1611 "// DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;\n",
1612 "// float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));\n",
1613 "// float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));\n",
1614 "// color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));\n",
1615 "// color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); \n",
1617 " // shadow method\n",
1618 " float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)\n",
1619 "// float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)\n",
1620 "// float DepthScale1 = 0.003;\n",
1621 " float DepthScale2 = DepthScale1 / 2.0;\n",
1622 "// float DepthScale3 = DepthScale1 / 4.0;\n",
1623 " float DepthBias1 = -DepthCenter * DepthScale1;\n",
1624 " float DepthBias2 = -DepthCenter * DepthScale2;\n",
1625 "// float DepthBias3 = -DepthCenter * DepthScale3;\n",
1626 " float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0, 0.0)).b * DepthScale1 + DepthBias1)\n",
1627 " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0, 0.0)).b * DepthScale1 + DepthBias1)\n",
1628 " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)\n",
1629 " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 1.0)).b * DepthScale1 + DepthBias1)\n",
1630 " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0, 0.0)).b * DepthScale2 + DepthBias2)\n",
1631 " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0, 0.0)).b * DepthScale2 + DepthBias2)\n",
1632 " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)\n",
1633 " + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 2.0)).b * DepthScale2 + DepthBias2)\n",
1634 "// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0, 0.0)).b * DepthScale3 + DepthBias3)\n",
1635 "// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0, 0.0)).b * DepthScale3 + DepthBias3)\n",
1636 "// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)\n",
1637 "// + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, 3.0)).b * DepthScale3 + DepthBias3)\n",
1639 " color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));\n",
1640 "// color.r = DepthCenter / -1024.0;\n",
1645 " color.rgb = FogVertex(color);\n",
1648 " // 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",
1649 "#ifdef USEREFLECTION\n",
1650 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n",
1651 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n",
1652 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n",
1653 " #ifdef USENORMALMAPSCROLLBLEND\n",
1654 "# ifdef USEOFFSETMAPPING\n",
1655 " 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",
1657 " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n",
1659 " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n",
1660 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n",
1662 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n",
1664 " // FIXME temporary hack to detect the case that the reflection\n",
1665 " // gets blackened at edges due to leaving the area that contains actual\n",
1667 " // Remove this 'ack once we have a better way to stop this thing from\n",
1669 " float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n",
1670 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n",
1671 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n",
1672 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n",
1673 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n",
1674 " color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n",
1677 " dp_FragColor = vec4(color);\n",
1679 "#endif // FRAGMENT_SHADER\n",
1681 "#endif // !MODE_DEFERREDLIGHTSOURCE\n",
1682 "#endif // !MODE_DEFERREDGEOMETRY\n",
1683 "#endif // !MODE_WATER\n",
1684 "#endif // !MODE_REFRACTION\n",
1685 "#endif // !MODE_BLOOMBLUR\n",
1686 "#endif // !MODE_GENERIC\n",
1687 "#endif // !MODE_POSTPROCESS\n",
1688 "#endif // !MODE_DEPTH_OR_SHADOW\n",