X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=shader_glsl.h;h=1f5803c07045bad0eff82940f5c90e9618add50e;hb=c77c4d374aeefb5df78a09450d7365c082fca8dd;hp=b0993440bc870434fbfec275eab69ecc4427814c;hpb=39017f0c52fcb627489fefa55112a0497d07b6e6;p=xonotic%2Fdarkplaces.git diff --git a/shader_glsl.h b/shader_glsl.h index b0993440..1f5803c0 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -2,6 +2,25 @@ "// written by Forest 'LordHavoc' Hale\n", "// shadowmapping enhancements by Lee 'eihrul' Salzman\n", "\n", +"#if defined(USESKELETAL) || defined(USEOCCLUDE)\n", +"# ifdef GL_ARB_uniform_buffer_object\n", +"# extension GL_ARB_uniform_buffer_object : enable\n", +"# endif\n", +"#endif\n", +"\n", +"#ifdef USESHADOWMAP2D\n", +"# ifdef GL_EXT_gpu_shader4\n", +"# extension GL_EXT_gpu_shader4 : enable\n", +"# endif\n", +"# ifdef GL_ARB_texture_gather\n", +"# extension GL_ARB_texture_gather : enable\n", +"# else\n", +"# ifdef GL_AMD_texture_texture4\n", +"# extension GL_AMD_texture_texture4 : enable\n", +"# endif\n", +"# endif\n", +"#endif\n", +"\n", "#ifdef USECELSHADING\n", "# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));\n", "# ifdef USEEXACTSPECULARMATH\n", @@ -18,7 +37,7 @@ "# endif\n", "#endif\n", "\n", -"#ifdef GLSL130\n", +"#if defined(GLSL130) || defined(GLSL140)\n", "precision highp float;\n", "# ifdef VERTEX_SHADER\n", "# define dp_varying out\n", @@ -77,7 +96,14 @@ "dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n", "#ifdef USESKELETAL\n", "//uniform mat4 Skeletal_Transform[128];\n", -"uniform vec4 Skeletal_Transform12[768];\n", +"// this is used with glBindBufferRange to bind a uniform block to the name\n", +"// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is\n", +"// directly accessible without a namespace.\n", +"// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax\n", +"uniform Skeletal_Transform12_UniformBlock\n", +"{\n", +" vec4 Skeletal_Transform12[768];\n", +"};\n", "dp_attribute vec4 Attrib_SkeletalIndex;\n", "dp_attribute vec4 Attrib_SkeletalWeight;\n", "#endif\n", @@ -94,23 +120,6 @@ "# define USEEYEVECTOR\n", "#endif\n", "\n", -"#ifdef USESHADOWMAP2D\n", -"# ifdef GL_EXT_gpu_shader4\n", -"# extension GL_EXT_gpu_shader4 : enable\n", -"# endif\n", -"# ifdef GL_ARB_texture_gather\n", -"# extension GL_ARB_texture_gather : enable\n", -"# else\n", -"# ifdef GL_AMD_texture_texture4\n", -"# extension GL_AMD_texture_texture4 : enable\n", -"# endif\n", -"# endif\n", -"#endif\n", -"\n", -"//#ifdef USESHADOWSAMPLER\n", -"//# extension GL_ARB_shadow : enable\n", -"//#endif\n", -"\n", "//#ifdef __GLSL_CG_DATA_TYPES\n", "//# define myhalf half\n", "//# define myhalf2 half2\n", @@ -236,19 +245,66 @@ "// 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", -"#ifdef USEBLOOM\n", -" dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n", -"#endif\n", -"#ifdef USEVIEWTINT\n", -" dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\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", @@ -286,6 +342,15 @@ " 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", +"#endif\n", +"\n", +"#ifdef USEVIEWTINT\n", +" dp_FragColor = mix(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", @@ -1368,6 +1433,12 @@ "#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", @@ -1673,6 +1744,9 @@ " 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",