]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - shader_glsl.h
don't call ODE dWorldQuickStep with 0 step time
[xonotic/darkplaces.git] / shader_glsl.h
index befd8b53949cc9a7e24dae5b3b792e504b796779..c133ba280471c088e5831bea5c5aae3fea232a1e 100644 (file)
 "# define dp_offsetmapping_dFdx dFdx\n"
 "# define dp_offsetmapping_dFdy dFdy\n"
 "# define dp_textureGrad textureGrad\n"
+"# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))\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"
+"# define dp_shadow2D(a,b) float(texture(a,b))\n"
 "#else\n"
 "# ifdef FRAGMENT_SHADER\n"
 "#  define dp_FragColor gl_FragColor\n"
@@ -29,6 +30,7 @@
 "# 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_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))\n"
 "# define dp_texture2D texture2D\n"
 "# define dp_texture3D texture3D\n"
 "# define dp_textureCube textureCube\n"
 "#define highp\n"
 "#endif\n"
 "\n"
+"#ifdef USEDEPTHRGB\n"
+"      // for 565 RGB we'd need to use different multipliers\n"
+"#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))\n"
+"#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"
+"#endif\n"
+"\n"
 "#ifdef VERTEX_SHADER\n"
 "dp_attribute vec4 Attrib_Position;  // vertex\n"
 "dp_attribute vec4 Attrib_Color;     // color\n"
 "#endif\n"
 "\n"
 "#ifdef MODE_DEPTH_OR_SHADOW\n"
+"dp_varying highp float Depth;\n"
 "#ifdef VERTEX_SHADER\n"
 "void main(void)\n"
 "{\n"
 "#ifdef USETRIPPY\n"
 "      gl_Position = TrippyVertex(gl_Position);\n"
 "#endif\n"
+"      Depth = gl_Position.z;\n"
 "}\n"
 "#endif\n"
 "\n"
 "#ifdef FRAGMENT_SHADER\n"
 "void main(void)\n"
 "{\n"
+"#ifdef USEDEPTHRGB\n"
+"      dp_FragColor = encodedepthmacro(Depth);\n"
+"#else\n"
 "      dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n"
+"#endif\n"
 "}\n"
 "#endif\n"
 "#else // !MODE_DEPTH_ORSHADOW\n"
 "      dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
 "#endif\n"
 "#ifdef USEDIFFUSE\n"
+"# ifdef USEREFLECTCUBE\n"
+"      // suppress texture alpha\n"
+"      dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;\n"
+"# else\n"
 "      dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n"
+"# endif\n"
 "#endif\n"
 "\n"
 "#ifdef USESPECULAR\n"
 "dp_varying highp vec3 BounceGridTexCoord;\n"
 "#endif\n"
 "\n"
+"#ifdef MODE_DEFERREDGEOMETRY\n"
+"dp_varying highp float Depth;\n"
+"#endif\n"
+"\n"
 "\n"
 "\n"
 "\n"
 "#endif\n"
 "\n"
 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform sampler2D Texture_ScreenDepth;\n"
 "uniform sampler2D Texture_ScreenNormalMap;\n"
 "#endif\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
 "\n"
 "#ifdef USEOFFSETMAPPING\n"
 "uniform mediump vec4 OffsetMapping_ScaleSteps;\n"
-"#ifdef USEOFFSETMAPPING_LOD\n"\r
-"uniform mediump float OffsetMapping_LodDistance;\n"\r
-"#endif\n"
-"vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"\r
-"{\n"\r
-"      float i;\n"\r
-"      // distance-based LOD\n"\r
-"#ifdef USEOFFSETMAPPING_LOD\n"\r
-"      mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"\r
-"      mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n"\r
-"#else\n"\r
-"      #define ScaleSteps OffsetMapping_ScaleSteps\n"\r
-"#endif\n"\r
-"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"\r
-"      float f;\n"\r
-"      // 14 sample relief mapping: linear search and then binary search\n"\r
-"      // this basically steps forward a small amount repeatedly until it finds\n"\r
-"      // itself inside solid, then jitters forward and back using decreasing\n"\r
-"      // amounts to find the impact\n"\r
-"      //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n"\r
-"      //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n"\r
-"      vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n"\r
-"      vec3 RT = vec3(TexCoord, 1);\n"\r
-"      OffsetVector *= ScaleSteps.z;\n"\r
-"      for(i = 1.0; i < ScaleSteps.y; ++i)\n"\r
-"              RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"\r
-"      for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n"\r
-"              RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n"\r
-"      return RT.xy;\n"\r
-"#else\n"\r
-"      // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"\r
-"      //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n"\r
-"      //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n"\r
-"      vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n"\r
-"      OffsetVector *= ScaleSteps.z;\n"\r
-"      for(i = 0.0; i < ScaleSteps.y; ++i)\n"\r
-"              TexCoord += OffsetVector * (1.0 - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"\r
+"uniform mediump float OffsetMapping_Bias;\n"
+"#ifdef USEOFFSETMAPPING_LOD\n"
+"uniform mediump float OffsetMapping_LodDistance;\n"
+"#endif\n"
+"vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
+"{\n"
+"      float i;\n"
+"      // distance-based LOD\n"
+"#ifdef USEOFFSETMAPPING_LOD\n"
+"      mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
+"      mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n"
+"#else\n"
+"      #define ScaleSteps OffsetMapping_ScaleSteps\n"
+"#endif\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"
+"      // amounts to find the impact\n"
+"      //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n"
+"      //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n"
+"      vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n"
+"      vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n"
+"      OffsetVector *= ScaleSteps.z;\n"
+"      for(i = 1.0; i < ScaleSteps.y; ++i)\n"
+"              RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
+"      for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n"
+"              RT += OffsetVector * (step(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"
+"      //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n"
+"      //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n"
+"      vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n"
+"      OffsetVector *= ScaleSteps.z;\n"
+"      for(i = 0.0; i < ScaleSteps.y; ++i)\n"
+"              TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
 "      return TexCoord;\n"
 "#endif\n"
 "}\n"
 "vec3 GetShadowMapTC2D(vec3 dir)\n"
 "{\n"
 "      vec3 adir = abs(dir);\n"
-"      vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
+"      float m = max(max(adir.x, adir.y), adir.z);\n"
+"      vec2 mparams = ShadowMap_Parameters.xy / m;\n"
 "      vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n"
-"      return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
+"#ifdef USEDEPTHRGB\n"
+"      return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, m + 64 * ShadowMap_Parameters.w);\n"
+"#else\n"
+"      return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
+"#endif\n"
 "}\n"
 "#  else\n"
 "vec3 GetShadowMapTC2D(vec3 dir)\n"
 "{\n"
 "      vec3 adir = abs(dir);\n"
-"      float ma = adir.z;\n"
-"      vec4 proj = vec4(dir, 2.5);\n"
-"      if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
-"      if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
-"      vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
-"      return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
+"      float m; vec4 proj;\n"
+"      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"
+"      if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }\n"
+"#ifdef USEDEPTHRGB\n"
+"      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 * ShadowMap_Parameters.w);\n"
+"#else\n"
+"      vec2 mparams = ShadowMap_Parameters.xy / m;\n"
+"      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"
+"#endif\n"
 "}\n"
 "#  endif\n"
 "# endif\n"
 "      vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
 "      float f;\n"
 "\n"
-"#  ifdef USESHADOWSAMPLER\n"
-"#    ifdef USESHADOWMAPPCF\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"
+"#  ifdef USEDEPTHRGB\n"
+"#   ifdef USESHADOWMAPPCF\n"
+"#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale))\n"
+"#    if USESHADOWMAPPCF > 1\n"
+"      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
+"      center *= ShadowMap_TextureScale;\n"
+"      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"
+"      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"
+"      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"
+"      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"
+"      vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
+"      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
 "#    else\n"
-"      f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n"
+"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
+"      vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+"      vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
+"      vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
+"      vec3 cols = row2 + mix(row1, row3, offset.y);\n"
+"      f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
 "#    endif\n"
+"#   else\n"
+"      f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale)));\n"
+"#   endif\n"
 "#  else\n"
-"#    ifdef USESHADOWMAPPCF\n"
-"#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
-"#      ifdef GL_ARB_texture_gather\n"
-"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
-"#      else\n"
-"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
-"#      endif\n"
+"#   ifdef USESHADOWSAMPLER\n"
+"#     ifdef USESHADOWMAPPCF\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 = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n"
+"#     endif\n"
+"#   else\n"
+"#     ifdef USESHADOWMAPPCF\n"
+"#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
+"#       ifdef GL_ARB_texture_gather\n"
+"#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
+"#       else\n"
+"#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
+"#       endif\n"
 "      vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
-"#      if USESHADOWMAPPCF > 1\n"
+"#       if USESHADOWMAPPCF > 1\n"
 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
 "      vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
 "                              mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
 "      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
-"#      endif\n"
-"#     else\n"
-"#      ifdef GL_EXT_gpu_shader4\n"
-"#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
+"#       endif\n"
 "#      else\n"
-"#        define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
-"#      endif\n"
-"#      if USESHADOWMAPPCF > 1\n"
+"#       ifdef GL_EXT_gpu_shader4\n"
+"#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n"
+"#       else\n"
+"#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
+"#       endif\n"
+"#       if USESHADOWMAPPCF > 1\n"
 "      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
 "      center *= ShadowMap_TextureScale;\n"
 "      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"
 "      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"
 "      vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
 "      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
-"#      else\n"
+"#       else\n"
 "      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
 "      vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
 "      vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
 "      vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
 "      vec3 cols = row2 + mix(row1, row3, offset.y);\n"
 "      f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
+"#       endif\n"
 "#      endif\n"
-"#     endif\n"
-"#    else\n"
+"#     else\n"
 "      f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
-"#    endif\n"
+"#     endif\n"
+"#   endif\n"
 "#  endif\n"
 "#  ifdef USESHADOWMAPORTHO\n"
 "      return mix(ShadowMap_Parameters.w, 1.0, f);\n"
 "#ifdef USETRIPPY\n"
 "      gl_Position = TrippyVertex(gl_Position);\n"
 "#endif\n"
+"      Depth = (ModelViewMatrix * Attrib_Position).z;\n"
 "}\n"
 "#endif // VERTEX_SHADER\n"
 "\n"
 "      float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
 "#endif\n"
 "\n"
-"      dp_FragColor = vec4(normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
+"      vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n"
+"      dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);\n"
 "}\n"
 "#endif // FRAGMENT_SHADER\n"
 "#else // !MODE_DEFERREDGEOMETRY\n"
 "      // calculate viewspace pixel position\n"
 "      vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
 "      vec3 position;\n"
-"      position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
-"      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
-"      // decode viewspace pixel normal\n"
+"      // get the geometry information (depth, normal, specular exponent)\n"
 "      myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
-"      myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n"
+"      // decode viewspace pixel normal\n"
+"//    myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n"
+"      myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n"
+"      // decode viewspace pixel position\n"
+"//    position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n"
+"      position.z = normalmap.b;\n"
+"//    position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
+"      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
+"\n"
+"      // now do the actual shading\n"
 "      // surfacenormal = pixel normal in viewspace\n"
 "      // LightVector = pixel to light in viewspace\n"
-"      // CubeVector = position in lightspace\n"
+"      // CubeVector = pixel in lightspace\n"
 "      // eyevector = pixel to view in viewspace\n"
 "      vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
 "      myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
 "      // calculate directional shading\n"
 "      vec3 eyevector = position * -1.0;\n"
 "#  ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
+"      myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 1.0 + SpecularPower * normalmap.a);\n"
 "#  else\n"
 "      myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(eyevector)));\n"
-"      myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
+"      myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * normalmap.a);\n"
 "#  endif\n"
 "#endif\n"
 "\n"
 "      gl_FragColor.rgb *= cubecolor;\n"
 "# endif\n"
 "#endif\n"
-"      \n"
 "}\n"
 "#endif // FRAGMENT_SHADER\n"
 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
 "      color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
 "#ifdef USESPECULAR\n"
 "#ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
+"      myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a);\n"
 "#else\n"
 "      myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
-"      myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
+"      myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a);\n"
 "#endif\n"
 "      color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
 "#endif\n"
 "      myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
 "#  ifdef USESPECULAR\n"
 "#   ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
+"      myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a);\n"
 "#   else\n"
 "      myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
-"      myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
+"      myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a);\n"
 "#   endif\n"
 "      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
 "#  else\n"
 "      vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
 "      color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
 "      color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
+"//    color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);\n"
 "#endif\n"
 "\n"
 "#ifdef USEBOUNCEGRID\n"