X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=shader_glsl.h;h=90d5d770db2fe73fc52326f6e4dcb1479dc51a28;hb=b18cecd7b0c37e696571dcb3abb22a79ad03dae7;hp=cb839f108821691eb84b067f8f7ac3e226762736;hpb=4322b75189b0a2b416dfc7a571c94d91337e2c14;p=xonotic%2Fdarkplaces.git diff --git a/shader_glsl.h b/shader_glsl.h index cb839f10..90d5d770 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", @@ -256,11 +256,11 @@ " float minreduct = (1.0 / 128.0);\n", "\n", " // directions\n", -" vec3 NW = texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;\n", -" vec3 NE = texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;\n", -" vec3 SW = texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;\n", -" vec3 SE = texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;\n", -" vec3 M = texture2D(Texture_First, TexCoord1).xyz;\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", @@ -280,11 +280,11 @@ " dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;\n", "\n", " vec3 rA = (1.0/2.0) * (\n", -" texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +\n", -" texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);\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", -" texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +\n", -" texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);\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", @@ -915,13 +915,13 @@ "#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", @@ -957,15 +957,15 @@ "# 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", @@ -973,7 +973,7 @@ " 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", @@ -981,7 +981,7 @@ " 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", @@ -990,7 +990,7 @@ " 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", @@ -1000,7 +1000,7 @@ " 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", @@ -1008,9 +1008,9 @@ "# 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", @@ -1044,11 +1044,11 @@ "# 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", @@ -1056,7 +1056,7 @@ " 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", @@ -1065,7 +1065,7 @@ "# 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", @@ -1433,6 +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", @@ -1738,6 +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",