X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=shader_glsl.h;h=36542c53810ab34c673013cdc3d583e3ce4a7d7d;hb=7e8a101c81015e0bdab9fd78704f38f39d5a8ffe;hp=b8a441b0a4c3b5fd96761ff80c69d2a316ad1d87;hpb=62bfc1df52ea36f582e336efed674885dec74d7b;p=xonotic%2Fdarkplaces.git diff --git a/shader_glsl.h b/shader_glsl.h index b8a441b0..36542c53 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -2,7 +2,7 @@ "// written by Forest 'LordHavoc' Hale\n", "// shadowmapping enhancements by Lee 'eihrul' Salzman\n", "\n", -"#ifdef USESKELETAL\n", +"#if defined(USESKELETAL) || defined(USEOCCLUDE)\n", "# ifdef GL_ARB_uniform_buffer_object\n", "# extension GL_ARB_uniform_buffer_object : enable\n", "# endif\n", @@ -37,6 +37,9 @@ "# endif\n", "#endif\n", "\n", +"#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)\n" +"invariant gl_Position; // fix for lighting polygons not matching base surface\n", +"# endif\n", "#if defined(GLSL130) || defined(GLSL140)\n", "precision highp float;\n", "# ifdef VERTEX_SHADER\n", @@ -245,13 +248,66 @@ "// uniform mediump vec4 UserVec4;\n", "// uniform highp float ClientTime;\n", "uniform mediump vec2 PixelSize;\n", +"\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", +"vec4 fxaa(vec4 inColor, float maxspan)\n", +"{\n", +" vec4 ret = inColor; // preserve old\n", +" float mulreduct = 1.0/maxspan;\n", +" float minreduct = (1.0 / 128.0);\n", +"\n", +" // directions\n", +" vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;\n", +" vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;\n", +" vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;\n", +" vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;\n", +" vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;\n", +"\n", +" // luminance directions\n", +" vec3 luma = vec3(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", +" vec2 dir = vec2(-((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(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;\n", +"\n", +" vec3 rA = (1.0/2.0) * (\n", +" dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +\n", +" dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);\n", +" vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (\n", +" dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +\n", +" dp_texture2D(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(void)\n", "{\n", " dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n", "\n", +"#ifdef USEFXAA\n", +" dp_FragColor = fxaa(dp_FragColor, 8.0); // 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", " // vec2 ts = textureSize(Texture_First, 0);\n", " // vec2 px = vec2(1/ts.x, 1/ts.y);\n", @@ -289,6 +345,7 @@ " dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n", " dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n", "#endif\n", +"#endif\n", "\n", "#ifdef USEBLOOM\n", " dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n", @@ -861,13 +918,13 @@ "#endif\n", "\n", "#if defined(USESHADOWMAP2D)\n", -"uniform mediump vec2 ShadowMap_TextureScale;\n", +"uniform mediump vec4 ShadowMap_TextureScale;\n", "uniform mediump vec4 ShadowMap_Parameters;\n", "#endif\n", "\n", "#if defined(USESHADOWMAP2D)\n", "# ifdef USESHADOWMAPORTHO\n", -"# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n", +"# define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))\n", "# else\n", "# ifdef USESHADOWMAPVSDCT\n", "vec3 GetShadowMapTC2D(vec3 dir)\n", @@ -903,15 +960,15 @@ "# ifdef USESHADOWMAP2D\n", "float ShadowMapCompare(vec3 dir)\n", "{\n", -" vec3 shadowmaptc = GetShadowMapTC2D(dir);\n", +" vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);\n", " float f;\n", "\n", "# ifdef USEDEPTHRGB\n", "# ifdef USESHADOWMAPPCF\n", -"# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale))\n", +"# define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))\n", "# if USESHADOWMAPPCF > 1\n", " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n", -" center *= ShadowMap_TextureScale;\n", +" center *= ShadowMap_TextureScale.xy;\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", @@ -919,7 +976,7 @@ " 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", -" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n", +" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, 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", @@ -927,7 +984,7 @@ " 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", +" f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));\n", "# endif\n", "# else\n", "# ifdef USESHADOWSAMPLER\n", @@ -936,7 +993,7 @@ " vec2 offset = fract(shadowmaptc.xy - 0.5);\n", " vec4 size = vec4(offset + 1.0, 2.0 - offset);\n", "# if USESHADOWMAPPCF > 1\n", -" vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale;\n", +" vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;\n", " vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n", " f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +\n", " (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", @@ -946,7 +1003,7 @@ " f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));\n", "# endif \n", "# else\n", -" f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n", +" f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));\n", "# endif\n", "# else\n", "# ifdef USESHADOWMAPPCF\n", @@ -954,9 +1011,9 @@ "# 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", +"# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)\n", "# endif\n", -" vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n", +" vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;\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", @@ -990,11 +1047,11 @@ "# 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", +"# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r \n", "# endif\n", "# if USESHADOWMAPPCF > 1\n", " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n", -" center *= ShadowMap_TextureScale;\n", +" center *= ShadowMap_TextureScale.xy;\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", @@ -1002,7 +1059,7 @@ " 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", -" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n", +" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, 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", @@ -1011,7 +1068,7 @@ "# endif\n", "# endif\n", "# else\n", -" f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n", +" f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);\n", "# endif\n", "# endif\n", "# endif\n", @@ -1364,12 +1421,6 @@ "uniform sampler2D Texture_ReflectMask;\n", "uniform samplerCube Texture_ReflectCube;\n", "#endif\n", -"#ifdef MODE_LIGHTDIRECTION\n", -"uniform myhalf3 LightColor;\n", -"#endif\n", -"#ifdef MODE_LIGHTSOURCE\n", -"uniform myhalf3 LightColor;\n", -"#endif\n", "#ifdef USEBOUNCEGRID\n", "uniform sampler3D Texture_BounceGrid;\n", "uniform float BounceGridIntensity;\n", @@ -1379,6 +1430,12 @@ "#ifdef USENORMALMAPSCROLLBLEND\n", "uniform highp vec2 NormalmapScrollBlend;\n", "#endif\n", +"#ifdef USEOCCLUDE\n", +"uniform occludeQuery {\n", +" uint visiblepixels;\n", +" uint allpixels;\n", +"};\n", +"#endif\n", "void main(void)\n", "{\n", "#ifdef USEOFFSETMAPPING\n", @@ -1465,7 +1522,6 @@ "#else\n", " color.rgb = diffusetex * Color_Ambient;\n", "#endif\n", -" color.rgb *= LightColor;\n", " color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n", "#if defined(USESHADOWMAP2D)\n", " color.rgb *= ShadowMapCompare(CubeVector);\n", @@ -1483,7 +1539,7 @@ " #ifdef USEDIFFUSE\n", " myhalf3 lightnormal = cast_myhalf3(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", @@ -1526,7 +1582,7 @@ "#ifdef MODE_FAKELIGHT\n", " #define SHADING\n", " myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n", -" myhalf3 lightcolor = cast_myhalf3(1.0);\n", +" #define lightcolor 1\n", "#endif // MODE_FAKELIGHT\n", "\n", "\n", @@ -1684,6 +1740,9 @@ " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n", " color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n", "#endif\n", +"#ifdef USEOCCLUDE\n", +" color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);\n", +"#endif\n", "\n", " dp_FragColor = vec4(color);\n", "}\n",