"#ifdef USETRIPPY\n",
"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n",
"// tweaked scale\n",
-"float4 TrippyVertex(float4 position)\n",
+"float4 TrippyVertex\n",
"(\n",
-"uniform float ClientTime : register(c2)\n",
+"float4 position,\n",
+"float ClientTime\n",
")\n",
"{\n",
" float worldTime = ClientTime;\n",
"(\n",
"float4 gl_Vertex : POSITION,\n",
"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"uniform float ClientTime : register(c2),\n",
"out float4 gl_Position : POSITION,\n",
"out float Depth : TEXCOORD0\n",
")\n",
"{\n",
" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
"#ifdef USETRIPPY\n",
-" gl_Position = TrippyVertex(gl_Position);\n",
+" gl_Position = TrippyVertex(gl_Position, ClientTime);\n",
"#endif\n",
" Depth = gl_Position.z;\n",
"}\n",
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
"float4 gl_MultiTexCoord4 : TEXCOORD4,\n",
"out float4 gl_Position : POSITION,\n",
-"out float2 TexCoord1 : TEXCOORD0,\n",
-"out float2 TexCoord2 : TEXCOORD1\n",
+"out float2 TexCoord1 : TEXCOORD0\n",
+"#ifdef USEBLOOM\n",
+", out float2 TexCoord2 : TEXCOORD1\n",
+"#endif\n",
")\n",
"{\n",
" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
"#endif\n",
"\n",
"#ifdef FRAGMENT_SHADER\n",
+"#ifdef USEFXAA\n",
+"// graphitemaster: based off the white paper by Timothy Lottes\n",
+"// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf\n",
+"float4 fxaa\n",
+"(\n",
+" float4 inColor,\n",
+" float maxspan,\n",
+" float2 TexCoord1,\n",
+" uniform sampler Texture_First,\n",
+" uniform float2 PixelSize\n",
+")\n",
+"{\n",
+" float4 ret = inColor; // preserve old\n",
+" float mulreduct = 1.0/maxspan;\n",
+" float minreduct = (1.0 / 128.0);\n",
+"\n",
+" float3 NW = tex2D(Texture_First, TexCoord1 + (float2(-1.0, -1.0) * PixelSize)).xyz;\n",
+" float3 NE = tex2D(Texture_First, TexCoord1 + (float2(+1.0, -1.0) * PixelSize)).xyz;\n",
+" float3 SW = tex2D(Texture_First, TexCoord1 + (float2(-1.0, +1.0) * PixelSize)).xyz;\n",
+" float3 SE = tex2D(Texture_First, TexCoord1 + (float2(+1.0, +1.0) * PixelSize)).xyz;\n",
+" float3 M = tex2D(Texture_First, TexCoord1).xyz;\n",
+"\n",
+" // luminance directions\n",
+" float3 luma = float3(0.299, 0.587, 0.114);\n",
+" float lNW = dot(NW, luma);\n",
+" float lNE = dot(NE, luma);\n",
+" float lSW = dot(SW, luma);\n",
+" float lSE = dot(SE, luma);\n",
+" float lM = dot(M, luma);\n",
+" float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));\n",
+" float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));\n",
+"\n",
+" // direction and reciprocal\n",
+" float2 dir = float2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));\n",
+" float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));\n",
+"\n",
+" // span\n",
+" dir = min(float2(maxspan, maxspan), max(float2(-maxspan, -maxspan), dir * rcp)) * PixelSize;\n",
+"\n",
+" float3 rA = (1.0/2.0) * (\n",
+" tex2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +\n",
+" tex2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);\n",
+" float3 rB = rA * (1.0/2.0) + (1.0/4.0) * (\n",
+" tex2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +\n",
+" tex2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);\n",
+" float lB = dot(rB, luma);\n",
+"\n",
+" ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;\n",
+" ret.a = 1.0;\n",
+" return ret;\n",
+"}\n",
+"#endif\n",
+"\n",
"void main\n",
"(\n",
"float2 TexCoord1 : TEXCOORD0,\n",
+"#ifdef USEBLOOM\n",
"float2 TexCoord2 : TEXCOORD1,\n",
+"#endif\n",
"uniform sampler Texture_First : register(s0),\n",
"#ifdef USEBLOOM\n",
"uniform sampler Texture_Second : register(s1),\n",
")\n",
"{\n",
" dp_FragColor = tex2D(Texture_First, TexCoord1);\n",
-"#ifdef USEBLOOM\n",
-" dp_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
-"#endif\n",
-"#ifdef USEVIEWTINT\n",
-" dp_FragColor = lerp(dp_FragColor, ViewTintColor, ViewTintColor.a);\n",
+"\n",
+"#ifdef USEFXAA\n",
+" dp_FragColor = fxaa(dp_FragColor, 8.0, TexCoord1, Texture_First, PixelSize); // 8.0 can be changed for larger span\n",
"#endif\n",
"\n",
"#ifdef USEPOSTPROCESSING\n",
"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n",
"// 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",
+"#if defined(USERVEC1) || defined(USERVEC2)\n",
" float sobel = 1.0;\n",
" // float2 ts = textureSize(Texture_First, 0);\n",
" // float2 px = float2(1/ts.x, 1/ts.y);\n",
" dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n",
" dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n",
"#endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEBLOOM\n",
+" dp_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
+"#endif\n",
+"\n",
+"#ifdef USEVIEWTINT\n",
+" dp_FragColor = lerp(dp_FragColor, ViewTintColor, ViewTintColor.a);\n",
+"#endif\n",
"\n",
"#ifdef USESATURATION\n",
" //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n",
"float4 gl_Color : COLOR0,\n",
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
"float4 gl_MultiTexCoord1 : TEXCOORD1,\n",
+"uniform float ClientTime : register(c2),\n",
"out float4 gl_Position : POSITION,\n",
"#ifdef USEDIFFUSE\n",
"out float2 TexCoord1 : TEXCOORD0,\n",
"#endif\n",
" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
"#ifdef USETRIPPY\n",
-" gl_Position = TrippyVertex(gl_Position);\n",
+" gl_Position = TrippyVertex(gl_Position, ClientTime);\n",
"#endif\n",
"}\n",
"#endif\n",
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
"uniform float4x4 TexMatrix : register(c0),\n",
"uniform float3 EyePosition : register(c24),\n",
+"uniform float ClientTime : register(c2),\n",
"#ifdef USEALPHAGENVERTEX\n",
"out float4 gl_FrontColor : COLOR,\n",
"#endif\n",
" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
" ModelViewProjectionPosition = gl_Position;\n",
"#ifdef USETRIPPY\n",
-" gl_Position = TrippyVertex(gl_Position);\n",
+" gl_Position = TrippyVertex(gl_Position, ClientTime);\n",
"#endif\n",
"}\n",
"#endif\n",
"float4 gl_MultiTexCoord3 : TEXCOORD3,\n",
"uniform float4x4 TexMatrix : register(c0),\n",
"uniform float3 EyePosition : register(c24),\n",
+"uniform float ClientTime : register(c2),\n",
"#ifdef USEALPHAGENVERTEX\n",
"out float4 gl_FrontColor : COLOR,\n",
"#endif\n",
" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
" ModelViewProjectionPosition = gl_Position;\n",
"#ifdef USETRIPPY\n",
-" gl_Position = TrippyVertex(gl_Position);\n",
+" gl_Position = TrippyVertex(gl_Position, ClientTime);\n",
"#endif\n",
"}\n",
"#endif\n",
"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n",
"#if defined(USESHADOWMAP2D)\n",
"# ifdef USESHADOWMAPORTHO\n",
-"# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n",
+"# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (max(float3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))\n",
"# else\n",
"# ifdef USESHADOWMAPVSDCT\n",
"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n",
"\n",
"# ifdef USESHADOWMAP2D\n",
"#ifdef USESHADOWMAPVSDCT\n",
-"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n",
+"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float4 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n",
"#else\n",
-"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n",
+"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float4 ShadowMap_TextureScale)\n",
"#endif\n",
"{\n",
"#ifdef USESHADOWMAPVSDCT\n",
-" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n",
+" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection) + float3(ShadowMap_TextureScale.zw, 0.0f);\n",
"#else\n",
-" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n",
+" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters) + float3(ShadowMap_TextureScale.zw, 0.0f);\n",
"#endif\n",
" float f;\n",
"\n",
"# ifdef USESHADOWSAMPLER\n",
"# ifdef USESHADOWMAPPCF\n",
-"# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n",
-" float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n",
+"# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale.xy, shadowmaptc.z, 1.0)).r \n",
+" float2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy;\n",
" f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n",
"# else\n",
-" f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n",
+" f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z, 1.0)).r;\n",
"# endif\n",
"# else\n",
"# ifdef USESHADOWMAPPCF\n",
"# ifdef GL_ARB_texture_gather\n",
"# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n",
"# else\n",
-"# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n",
+"# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale.xy)\n",
"# endif\n",
-" float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n",
+" float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;\n",
"# if USESHADOWMAPPCF > 1\n",
" float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n",
" float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n",
"# ifdef GL_EXT_gpu_shader4\n",
"# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n",
"# else\n",
-"# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n",
+"# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale.xy).r \n",
"# endif\n",
"# if USESHADOWMAPPCF > 1\n",
" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n",
-" center *= ShadowMap_TextureScale;\n",
+" center *= ShadowMap_TextureScale.xy;\n",
" float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n",
" float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n",
" float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n",
" float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n",
" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n",
"# else\n",
-" float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n",
+" float2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = frac(shadowmaptc.xy);\n",
" float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n",
" float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n",
" float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n",
"# endif\n",
"# endif\n",
"# else\n",
-" f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n",
+" f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);\n",
"# endif\n",
"# endif\n",
"# ifdef USESHADOWMAPORTHO\n",
"#ifdef USEOFFSETMAPPING\n",
"uniform float3 EyePosition : register(c24),\n",
"#endif\n",
+"uniform float ClientTime : register(c2),\n",
"out float4 gl_Position : POSITION,\n",
"#ifdef USEVERTEXTEXTUREBLEND\n",
"out float4 gl_FrontColor : COLOR,\n",
" VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n",
" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
"#ifdef USETRIPPY\n",
-" gl_Position = TrippyVertex(gl_Position);\n",
+" gl_Position = TrippyVertex(gl_Position, ClientTime);\n",
"#endif\n",
" VectorR.w = mul(ModelViewMatrix, gl_Vertex).z;\n",
"}\n",
"#endif\n",
"\n",
"#if defined(USESHADOWMAP2D)\n",
-"uniform float2 ShadowMap_TextureScale : register(c35),\n",
+"uniform float4 ShadowMap_TextureScale : register(c35),\n",
"uniform float4 ShadowMap_Parameters : register(c34),\n",
"#endif\n",
"\n",
"#ifdef USESHADOWMAPORTHO\n",
"uniform float4x4 ShadowMapMatrix : register(c16),\n",
"#endif\n",
+"uniform float ClientTime : register(c2),\n",
"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n",
"out float4 gl_FrontColor : COLOR,\n",
"#endif\n",
" ModelViewProjectionPosition = gl_Position;\n",
"#endif\n",
"#ifdef USETRIPPY\n",
-" gl_Position = TrippyVertex(gl_Position);\n",
+" gl_Position = TrippyVertex(gl_Position, ClientTime);\n",
"#endif\n",
"}\n",
"#endif // VERTEX_SHADER\n",
"uniform sampler Texture_ReflectMask : register(s5),\n",
"uniform samplerCUBE Texture_ReflectCube : register(s6),\n",
"#endif\n",
-"#ifdef MODE_LIGHTDIRECTION\n",
-"uniform half3 LightColor : register(c21),\n",
-"#endif\n",
-"#ifdef MODE_LIGHTSOURCE\n",
-"uniform half3 LightColor : register(c21),\n",
-"#endif\n",
"\n",
"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n",
"uniform sampler Texture_Attenuation : register(s9),\n",
"#endif\n",
"\n",
"#if defined(USESHADOWMAP2D)\n",
-"uniform float2 ShadowMap_TextureScale : register(c35),\n",
+"uniform float4 ShadowMap_TextureScale : register(c35),\n",
"uniform float4 ShadowMap_Parameters : register(c34),\n",
"#endif\n",
"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n",
"#else\n",
" color.rgb = diffusetex * Color_Ambient;\n",
"#endif\n",
-" color.rgb *= LightColor;\n",
" color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n",
"#if defined(USESHADOWMAP2D)\n",
" color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n",
"// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n",
"#endif\n",
"// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n",
-"// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n",
-"// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n",
-"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n",
+"// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy).rgb);\n",
+"// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale.xy,1.0));\n",
+"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy));\n",
"// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n",
-"// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n",
-"// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n",
-"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n",
-"// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n",
+"// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy).rgb);\n",
+"// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale.xy,1.0));\n",
+"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy));\n",
+"// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy));\n",
"// color.r = half(shadowmaptc.z);\n",
-"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n",
+"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy));\n",
"// color.r = half(shadowmaptc.z);\n",
"// color.r = 1;\n",
"// color.rgb = abs(CubeVector);\n",
" #ifdef USEDIFFUSE\n",
" half3 lightnormal = half3(normalize(LightVector));\n",
" #endif\n",
-" #define lightcolor LightColor\n",
+" #define lightcolor 1\n",
"#endif // MODE_LIGHTDIRECTION\n",
"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
" #define SHADING\n",
"#ifdef MODE_FAKELIGHT\n",
" #define SHADING\n",
" half3 lightnormal = half3(normalize(EyeVector));\n",
-" half3 lightcolor = half3(1.0,1.0,1.0);\n",
+" #define lightcolor 1\n",
"#endif // MODE_FAKELIGHT\n",
"\n",
"\n",