"// written by Forest 'LordHavoc' Hale\n"
"// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
"\n"
-"// GL ES shaders use precision modifiers, standard GL does not\n"
-"#ifndef GL_ES\n"
-"#define lowp\n"
-"#define mediump\n"
-"#define highp\n"
-"#endif\n"
-"\n"
"#ifdef GLSL130\n"
+"precision highp float;\n"
"# ifdef VERTEX_SHADER\n"
"# define dp_varying out\n"
"# define dp_attribute in\n"
"# define dp_attribute in\n"
"# endif\n"
"# define dp_offsetmapping_dFdx dFdx\n"
-"# define dp_offsetmapping_dFdy dFdx\n"
+"# define dp_offsetmapping_dFdy dFdy\n"
"# define dp_textureGrad textureGrad\n"
"# define dp_texture2D texture\n"
"# define dp_texture3D texture\n"
"# define dp_textureCube texture\n"
+"# define dp_shadow2D(a,b) texture(a,b)\n"
"#else\n"
"# ifdef FRAGMENT_SHADER\n"
"# define dp_FragColor gl_FragColor\n"
"# endif\n"
"# define dp_varying varying\n"
"# define dp_attribute attribute\n"
-"# define dp_offsetmapping_dFdx(a) 0\n"
-"# define dp_offsetmapping_dFdy(a) 0\n"
+"# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)\n"
+"# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)\n"
"# define dp_textureGrad(a,b,c,d) texture2D(a,b)\n"
"# define dp_texture2D texture2D\n"
"# define dp_texture3D texture3D\n"
"# define dp_textureCube textureCube\n"
+"# define dp_shadow2D(a,b) float(shadow2D(a,b))\n"
+"#endif\n"
+"\n"
+"// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n"
+"// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n"
+"#ifndef GL_ES\n"
+"#define lowp\n"
+"#define mediump\n"
+"#define highp\n"
"#endif\n"
"\n"
"#ifdef VERTEX_SHADER\n"
"uniform highp mat4 ModelViewProjectionMatrix;\n"
"#endif\n"
"\n"
+"#ifdef VERTEX_SHADER\n"
+"#ifdef USETRIPPY\n"
+"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n"
+"// tweaked scale\n"
+"uniform highp float ClientTime;\n"
+"vec4 TrippyVertex(vec4 position)\n"
+"{\n"
+" float worldTime = ClientTime;\n"
+" // tweaked for Quake\n"
+" worldTime *= 10.0;\n"
+" position *= 0.125;\n"
+" //~tweaked for Quake\n"
+" float distanceSquared = (position.x * position.x + position.z * position.z);\n"
+" position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n"
+" float y = position.y;\n"
+" float x = position.x;\n"
+" float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n"
+" position.y = x*sin(om)+y*cos(om);\n"
+" position.x = x*cos(om)-y*sin(om);\n"
+" return position;\n"
+"}\n"
+"#endif\n"
+"#endif\n"
+"\n"
"#ifdef MODE_DEPTH_OR_SHADOW\n"
"#ifdef VERTEX_SHADER\n"
"void main(void)\n"
"{\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif\n"
"#else // !MODE_DEPTH_ORSHADOW\n"
"{\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
" VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif\n"
"\n"
" TexCoord2 = Attrib_TexCoord1.xy;\n"
"#endif\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif\n"
"\n"
" TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
" ModelViewProjectionPosition = gl_Position;\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif\n"
"\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D Texture_Normal;\n"
"uniform sampler2D Texture_Refraction;\n"
-"uniform sampler2D Texture_Reflection;\n"
"\n"
"uniform mediump vec4 DistortScaleRefractReflect;\n"
"uniform mediump vec4 ScreenScaleRefractReflect;\n"
"uniform mediump vec4 ScreenCenterRefractReflect;\n"
"uniform mediump vec4 RefractColor;\n"
"uniform mediump vec4 ReflectColor;\n"
-"uniform mediump float ReflectFactor;\n"
-"uniform mediump float ReflectOffset;\n"
+"uniform highp float ClientTime;\n"
+"#ifdef USENORMALMAPSCROLLBLEND\n"
+"uniform highp vec2 NormalmapScrollBlend;\n"
+"#endif\n"
"\n"
"void main(void)\n"
"{\n"
" vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-" vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
+" #ifdef USENORMALMAPSCROLLBLEND\n"
+" vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
+" normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
+" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(normal))).xy * DistortScaleRefractReflect.xy;\n"
+" #else\n"
+" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
+" #endif\n"
" // FIXME temporary hack to detect the case that the reflection\n"
" // gets blackened at edges due to leaving the area that contains actual\n"
" // content.\n"
" EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
" ModelViewProjectionPosition = gl_Position;\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif\n"
"\n"
"#endif\n"
"\n"
"#ifdef USEOFFSETMAPPING\n"
-"uniform mediump vec3 OffsetMapping_ScaleSteps;\n"
+"uniform mediump vec4 OffsetMapping_ScaleSteps;\n"
"vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
"{\n"
" float i;\n"
"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
+" float f;\n"
" // 14 sample relief mapping: linear search and then binary search\n"
" // this basically steps forward a small amount repeatedly until it finds\n"
" // itself inside solid, then jitters forward and back using decreasing\n"
" OffsetVector *= OffsetMapping_ScaleSteps.z;\n"
" for(i = 1.0; i < OffsetMapping_ScaleSteps.y; ++i)\n"
" RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
-" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) - 0.5);\n"
-" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.5 - 0.25);\n"
-" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.25 - 0.125);\n"
-" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.125 - 0.0625);\n"
-" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.0625 - 0.03125);\n"
+" for(i = 0.0, f = 1.0; i < OffsetMapping_ScaleSteps.w; ++i, f *= 0.5)\n"
+" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n"
" return RT.xy;\n"
"#else\n"
" // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
"\n"
"# ifdef USESHADOWSAMPLER\n"
"# ifdef USESHADOWMAPPCF\n"
-"# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
+"# define texval(x, y) dp_shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)) \n"
" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
" 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"
"# else\n"
-" f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
+" f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n"
"# endif\n"
"# else\n"
"# ifdef USESHADOWMAPPCF\n"
" VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n"
" VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif // VERTEX_SHADER\n"
"\n"
" fade *= ShadowMapCompare(CubeVector);\n"
"#endif\n"
"\n"
-"#ifdef USEDIFFUSE\n"
-" gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
-"#else\n"
-" gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
-"#endif\n"
"#ifdef USESPECULAR\n"
+" gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
" gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
-"#else\n"
-" gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
-"#endif\n"
-"\n"
"# ifdef USECUBEFILTER\n"
" vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
" gl_FragData[0].rgb *= cubecolor;\n"
" gl_FragData[1].rgb *= cubecolor;\n"
"# endif\n"
+"#else\n"
+"# ifdef USEDIFFUSE\n"
+" gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
+"# else\n"
+" gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n"
+"# endif\n"
+"# ifdef USECUBEFILTER\n"
+" vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
+" gl_FragColor.rgb *= cubecolor;\n"
+"# endif\n"
+"#endif\n"
+" \n"
"}\n"
"#endif // FRAGMENT_SHADER\n"
"#else // !MODE_DEFERREDLIGHTSOURCE\n"
"\n"
"#ifdef USEBOUNCEGRID\n"
" BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n"
+"#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
+" BounceGridTexCoord.z *= 0.125;\n"
+"#endif\n"
"#endif\n"
"\n"
"#ifdef MODE_LIGHTSOURCE\n"
"# endif\n"
"#endif\n"
"\n"
-" // transform vertex to camera space, using ftransform to match non-VS rendering\n"
+" // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
"\n"
"#ifdef USESHADOWMAPORTHO\n"
"#ifdef USEREFLECTION\n"
" ModelViewProjectionPosition = gl_Position;\n"
"#endif\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif // VERTEX_SHADER\n"
"\n"
"#ifdef USEBOUNCEGRID\n"
"uniform sampler3D Texture_BounceGrid;\n"
"uniform float BounceGridIntensity;\n"
+"uniform highp mat4 BounceGridMatrix;\n"
+"#endif\n"
+"uniform highp float ClientTime;\n"
+"#ifdef USENORMALMAPSCROLLBLEND\n"
+"uniform highp vec2 NormalmapScrollBlend;\n"
"#endif\n"
"void main(void)\n"
"{\n"
" vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
" vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
"# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
+"# define TexCoord TexCoordOffset\n"
"#else\n"
"# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
+"# define TexCoord TexCoordSurfaceLightmap.xy\n"
"#endif\n"
"\n"
" // combine the diffuse textures (base, pants, shirt)\n"
"\n"
"#ifdef USEBOUNCEGRID\n"
"#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
-" myhalf4 bouncegrid_coeff1 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n"
-" myhalf4 bouncegrid_coeff2 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.25))) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n"
-" myhalf4 bouncegrid_coeff3 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.50))) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n"
-" // bouncegrid_coeff4 is the bentnormal (average light direction), if that is useful for anything (can be used for specular)\n"
-"// myhalf4 bouncegrid_coeff4 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.75))) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n"
-" myhalf4 bouncegrid_dir = myhalf4((surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz), 1.0);\n"
-" myhalf3 bouncegrid_light = myhalf3(dot(bouncegrid_coeff1, bouncegrid_dir), dot(bouncegrid_coeff2, bouncegrid_dir), dot(bouncegrid_coeff3, bouncegrid_dir));\n"
+"// myhalf4 bouncegrid_coeff1 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord ));\n"
+"// myhalf4 bouncegrid_coeff2 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n"
+" myhalf4 bouncegrid_coeff3 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n"
+" myhalf4 bouncegrid_coeff4 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n"
+" myhalf4 bouncegrid_coeff5 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n"
+" myhalf4 bouncegrid_coeff6 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n"
+" myhalf4 bouncegrid_coeff7 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n"
+" myhalf4 bouncegrid_coeff8 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n"
+" myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n"
+" myhalf3 bouncegrid_dirp = max(myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n"
+" myhalf3 bouncegrid_dirn = max(myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n"
+"// bouncegrid_dirp = bouncegrid_dirn = myhalf3(1.0,1.0,1.0);\n"
+" myhalf3 bouncegrid_light = myhalf3(\n"
+" dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n"
+" dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n"
+" dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n"
" color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n"
+"// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n"
"#else\n"
" color.rgb += diffusetex * myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n"
"#endif\n"
" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
-" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
+" #ifdef USENORMALMAPSCROLLBLEND\n"
+"# ifdef USEOFFSETMAPPING\n"
+" 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"
+"# else\n"
+" vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
+"# endif\n"
+" normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
+" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n"
+" #else\n"
+" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
+" #endif\n"
" // FIXME temporary hack to detect the case that the reflection\n"
" // gets blackened at edges due to leaving the area that contains actual\n"
" // content.\n"