X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=shader_glsl.h;h=b02bd3c0a59cfea2031e7b2dc8acdb162d7870c8;hb=cf74e01c006d2937bf1e3a522efc7b2dd0f40ba2;hp=d6734e0a88ff259a34c44001843da2091b81f2f6;hpb=a748d53a9d0b4d18c4ab6572b26cff4b914b3ce1;p=xonotic%2Fdarkplaces.git diff --git a/shader_glsl.h b/shader_glsl.h index d6734e0a..b02bd3c0 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -2,14 +2,8 @@ "// written by Forest 'LordHavoc' Hale\n" "// shadowmapping enhancements by Lee 'eihrul' Salzman\n" "\n" -"// GL ES shaders use precision modifiers, standard GL does not\n" -"#ifndef GL_ES\n" -"#define lowp\n" -"#define mediump\n" -"#define highp\n" -"#endif\n" -"\n" -"#if __VERSION__ >= 130\n" +"#ifdef GLSL130\n" +"precision highp float;\n" "# ifdef VERTEX_SHADER\n" "# define dp_varying out\n" "# define dp_attribute in\n" @@ -20,23 +14,33 @@ "# define dp_attribute in\n" "# endif\n" "# define dp_offsetmapping_dFdx dFdx\n" -"# define dp_offsetmapping_dFdy dFdx\n" +"# define dp_offsetmapping_dFdy dFdy\n" "# define dp_textureGrad textureGrad\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" "#else\n" "# ifdef FRAGMENT_SHADER\n" "# define dp_FragColor gl_FragColor\n" "# endif\n" "# define dp_varying varying\n" "# define dp_attribute attribute\n" -"# define dp_offsetmapping_dFdx(a) 0\n" -"# define dp_offsetmapping_dFdy(a) 0\n" -"# define dp_textureGrad(a,b,c,d) dp_texture2D(a,b)\n" +"# 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_texture2D texture2D\n" "# define dp_texture3D texture3D\n" "# define dp_textureCube textureCube\n" +"# define dp_shadow2D(a,b) float(shadow2D(a,b))\n" +"#endif\n" +"\n" +"// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n" +"// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n" +"#ifndef GL_ES\n" +"#define lowp\n" +"#define mediump\n" +"#define highp\n" "#endif\n" "\n" "#ifdef VERTEX_SHADER\n" @@ -93,11 +97,38 @@ "uniform highp mat4 ModelViewProjectionMatrix;\n" "#endif\n" "\n" +"#ifdef VERTEX_SHADER\n" +"#ifdef USETRIPPY\n" +"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n" +"// tweaked scale\n" +"uniform highp float ClientTime;\n" +"vec4 TrippyVertex(vec4 position)\n" +"{\n" +" float worldTime = ClientTime;\n" +" // tweaked for Quake\n" +" worldTime *= 10.0;\n" +" position *= 0.125;\n" +" //~tweaked for Quake\n" +" float distanceSquared = (position.x * position.x + position.z * position.z);\n" +" position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n" +" float y = position.y;\n" +" float x = position.x;\n" +" float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n" +" position.y = x*sin(om)+y*cos(om);\n" +" position.x = x*cos(om)-y*sin(om);\n" +" return position;\n" +"}\n" +"#endif\n" +"#endif\n" +"\n" "#ifdef MODE_DEPTH_OR_SHADOW\n" "#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif\n" "#else // !MODE_DEPTH_ORSHADOW\n" @@ -111,6 +142,9 @@ "{\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" " VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif\n" "\n" @@ -258,6 +292,9 @@ " TexCoord2 = Attrib_TexCoord1.xy;\n" "#endif\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif\n" "\n" @@ -340,28 +377,38 @@ " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" " ModelViewProjectionPosition = gl_Position;\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif\n" "\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D Texture_Normal;\n" "uniform sampler2D Texture_Refraction;\n" -"uniform sampler2D Texture_Reflection;\n" "\n" "uniform mediump vec4 DistortScaleRefractReflect;\n" "uniform mediump vec4 ScreenScaleRefractReflect;\n" "uniform mediump vec4 ScreenCenterRefractReflect;\n" "uniform mediump vec4 RefractColor;\n" "uniform mediump vec4 ReflectColor;\n" -"uniform mediump float ReflectFactor;\n" -"uniform mediump float ReflectOffset;\n" +"uniform highp float ClientTime;\n" +"#ifdef USENORMALMAPSCROLLBLEND\n" +"uniform highp vec2 NormalmapScrollBlend;\n" +"#endif\n" "\n" "void main(void)\n" "{\n" " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" -" vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n" +" #ifdef USENORMALMAPSCROLLBLEND\n" +" vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n" +" normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n" +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(normal))).xy * DistortScaleRefractReflect.xy;\n" +" #else\n" +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n" +" #endif\n" " // FIXME temporary hack to detect the case that the reflection\n" " // gets blackened at edges due to leaving the area that contains actual\n" " // content.\n" @@ -397,6 +444,9 @@ " EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" " ModelViewProjectionPosition = gl_Position;\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif\n" "\n" @@ -474,7 +524,7 @@ "dp_varying highp vec4 EyeVectorFogDepth;\n" "#endif\n" "\n" -"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n" +"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n" "dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n" "dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" "dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n" @@ -597,42 +647,34 @@ "#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" -"uniform mediump float OffsetMapping_Scale;\n" +"uniform mediump vec4 OffsetMapping_ScaleSteps;\n" "vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n" "{\n" +" float i;\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) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n" -" //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n" -" vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n" +" //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_ScaleSteps.x) * vec2(-1, 1), -1);\n" +" //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * OffsetMapping_ScaleSteps.x * vec2(-1, 1), -1);\n" +" vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_ScaleSteps.x * vec2(-1, 1), -1);\n" " vec3 RT = vec3(TexCoord, 1);\n" -" OffsetVector *= 0.1;\n" -" RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) - 0.5);\n" -" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.5 - 0.25);\n" -" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.25 - 0.125);\n" -" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.125 - 0.0625);\n" -" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.0625 - 0.03125);\n" +" OffsetVector *= OffsetMapping_ScaleSteps.z;\n" +" for(i = 1.0; i < OffsetMapping_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 < OffsetMapping_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) * OffsetMapping_Scale) * vec2(-1, 1));\n" -" //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * OffsetMapping_Scale * vec2(-1, 1));\n" -" vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_Scale * vec2(-1, 1));\n" -" OffsetVector *= 0.5;\n" -" TexCoord += OffsetVector * (1.0 - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" -" TexCoord += OffsetVector * (1.0 - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" +" //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_ScaleSteps.x) * vec2(-1, 1));\n" +" //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * OffsetMapping_ScaleSteps.x * vec2(-1, 1));\n" +" vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_ScaleSteps.x * vec2(-1, 1));\n" +" OffsetVector *= OffsetMapping_ScaleSteps.z;\n" +" for(i = 0.0; i < OffsetMapping_ScaleSteps.y; ++i)\n" +" TexCoord += OffsetVector * (1.0 - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" " return TexCoord;\n" "#endif\n" "}\n" @@ -697,11 +739,11 @@ "\n" "# ifdef USESHADOWSAMPLER\n" "# ifdef USESHADOWMAPPCF\n" -"# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \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 = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n" +" f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n" "# endif\n" "# else\n" "# ifdef USESHADOWMAPPCF\n" @@ -791,7 +833,7 @@ "uniform highp mat4 ModelViewMatrix;\n" "void main(void)\n" "{\n" -" TexCoordSurfaceLightmap.xy = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n" +" TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n" "#ifdef USEVERTEXTEXTUREBLEND\n" " VertexColor = Attrib_Color;\n" " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n" @@ -806,10 +848,13 @@ " EyeVectorFogDepth.w = 0.0;\n" "#endif\n" "\n" -" VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)).xyz;\n" -" VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)).xyz;\n" -" VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)).xyz;\n" +" VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n" +" VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n" +" VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif // VERTEX_SHADER\n" "\n" @@ -846,7 +891,7 @@ " float a = offsetMappedTexture2D(Texture_Gloss).a;\n" "#endif\n" "\n" -" dp_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\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" "}\n" "#endif // FRAGMENT_SHADER\n" "#else // !MODE_DEFERREDGEOMETRY\n" @@ -911,22 +956,26 @@ " fade *= ShadowMapCompare(CubeVector);\n" "#endif\n" "\n" -"#ifdef USEDIFFUSE\n" -" gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n" -"#else\n" -" gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n" -"#endif\n" "#ifdef USESPECULAR\n" +" gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n" " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n" -"#else\n" -" gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n" -"#endif\n" -"\n" "# ifdef USECUBEFILTER\n" " vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n" " gl_FragData[0].rgb *= cubecolor;\n" " gl_FragData[1].rgb *= cubecolor;\n" "# endif\n" +"#else\n" +"# ifdef USEDIFFUSE\n" +" gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n" +"# else\n" +" gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n" +"# endif\n" +"# ifdef USECUBEFILTER\n" +" vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n" +" gl_FragColor.rgb *= cubecolor;\n" +"# endif\n" +"#endif\n" +" \n" "}\n" "#endif // FRAGMENT_SHADER\n" "#else // !MODE_DEFERREDLIGHTSOURCE\n" @@ -965,6 +1014,9 @@ "\n" "#ifdef USEBOUNCEGRID\n" " BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n" +"#ifdef USEBOUNCEGRIDDIRECTIONAL\n" +" BounceGridTexCoord.z *= 0.125;\n" +"#endif\n" "#endif\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" @@ -1003,7 +1055,7 @@ "#endif\n" "\n" "\n" -"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n" +"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n" "# ifdef USEFOG\n" " VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n" " VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n" @@ -1019,7 +1071,7 @@ "# endif\n" "#endif\n" "\n" -" // transform vertex to camera space, using ftransform to match non-VS rendering\n" +" // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" "\n" "#ifdef USESHADOWMAPORTHO\n" @@ -1029,6 +1081,9 @@ "#ifdef USEREFLECTION\n" " ModelViewProjectionPosition = gl_Position;\n" "#endif\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif // VERTEX_SHADER\n" "\n" @@ -1069,6 +1124,11 @@ "#ifdef USEBOUNCEGRID\n" "uniform sampler3D Texture_BounceGrid;\n" "uniform float BounceGridIntensity;\n" +"uniform highp mat4 BounceGridMatrix;\n" +"#endif\n" +"uniform highp float ClientTime;\n" +"#ifdef USENORMALMAPSCROLLBLEND\n" +"uniform highp vec2 NormalmapScrollBlend;\n" "#endif\n" "void main(void)\n" "{\n" @@ -1078,8 +1138,10 @@ " vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n" " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n" "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n" +"# define TexCoord TexCoordOffset\n" "#else\n" "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n" +"# define TexCoord TexCoordSurfaceLightmap.xy\n" "#endif\n" "\n" " // combine the diffuse textures (base, pants, shirt)\n" @@ -1093,10 +1155,16 @@ " color.rgb += myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n" "#endif\n" "#ifdef USEVERTEXTEXTUREBLEND\n" +"#ifdef USEBOTHALPHAS\n" +" myhalf4 color2 = myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n" +" myhalf terrainblend = clamp(myhalf(VertexColor.a) * color.a, myhalf(1.0 - color2.a), myhalf(1.0));\n" +" color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n" +"#else\n" " myhalf terrainblend = clamp(myhalf(VertexColor.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n" " //myhalf terrainblend = min(myhalf(VertexColor.a) * color.a * 2.0, myhalf(1.0));\n" " //myhalf terrainblend = myhalf(VertexColor.a) * color.a > 0.5;\n" " color.rgb = mix(myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n" +"#endif\n" " color.a = 1.0;\n" " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n" "#endif\n" @@ -1250,8 +1318,29 @@ "#endif\n" "\n" "#ifdef USEBOUNCEGRID\n" +"#ifdef USEBOUNCEGRIDDIRECTIONAL\n" +"// myhalf4 bouncegrid_coeff1 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord ));\n" +"// myhalf4 bouncegrid_coeff2 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n" +" myhalf4 bouncegrid_coeff3 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n" +" myhalf4 bouncegrid_coeff4 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n" +" myhalf4 bouncegrid_coeff5 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n" +" myhalf4 bouncegrid_coeff6 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n" +" myhalf4 bouncegrid_coeff7 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n" +" myhalf4 bouncegrid_coeff8 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n" +" myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n" +" myhalf3 bouncegrid_dirp = max(myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n" +" myhalf3 bouncegrid_dirn = max(myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n" +"// bouncegrid_dirp = bouncegrid_dirn = myhalf3(1.0,1.0,1.0);\n" +" myhalf3 bouncegrid_light = myhalf3(\n" +" dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n" +" dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n" +" dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n" +" color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n" +"// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n" +"#else\n" " color.rgb += diffusetex * myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n" "#endif\n" +"#endif\n" "\n" "#ifdef USEGLOW\n" "#ifdef USEVERTEXTEXTUREBLEND\n" @@ -1270,7 +1359,17 @@ " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n" -" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n" +" #ifdef USENORMALMAPSCROLLBLEND\n" +"# ifdef USEOFFSETMAPPING\n" +" vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);\n" +"# else\n" +" vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n" +"# endif\n" +" normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n" +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n" +" #else\n" +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n" +" #endif\n" " // FIXME temporary hack to detect the case that the reflection\n" " // gets blackened at edges due to leaving the area that contains actual\n" " // content.\n"