X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=shader_hlsl.h;h=8e9ee06405cc3f3e2def9e9b553b12096fa57337;hb=0b6a03d7bdac44fe04e7c75a2dfc2df892c9ef80;hp=f5d1dd8a9e915815dbfba4627613ab966877df53;hpb=f1553ce5a9522c2890b191c616a415f92b1969ff;p=xonotic%2Fdarkplaces.git diff --git a/shader_hlsl.h b/shader_hlsl.h index f5d1dd8a..8e9ee064 100644 --- a/shader_hlsl.h +++ b/shader_hlsl.h @@ -10,7 +10,7 @@ "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n" "# define USEFOG\n" "#endif\n" -"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" +"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n" "#define USELIGHTMAP\n" "#endif\n" "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n" @@ -27,6 +27,32 @@ "#endif\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" +"float4 TrippyVertex(float4 position)\n" +"(\n" +"uniform float ClientTime : register(c2)\n" +")\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\n" @@ -38,6 +64,9 @@ ")\n" "{\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" " Depth = gl_Position.z;\n" "}\n" "#endif\n" @@ -46,17 +75,17 @@ "void main\n" "(\n" "float Depth : TEXCOORD0,\n" -"out float4 gl_FragColor : COLOR\n" +"out float4 dp_FragColor : COLOR\n" ")\n" "{\n" "// float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n" " float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n" " temp.yz -= floor(temp.yz);\n" -" gl_FragColor = temp;\n" -"// gl_FragColor = float4(Depth,0,0,0);\n" +" dp_FragColor = temp;\n" +"// dp_FragColor = float4(Depth,0,0,0);\n" "}\n" "#endif\n" -"#else // !MODE_DEPTH_ORSHADOW\n" +"#else // !MODE_DEPTH_OR_SHADOW\n" "\n" "\n" "\n" @@ -72,6 +101,9 @@ ")\n" "{\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n" "}\n" "#endif\n" @@ -80,10 +112,10 @@ "void main\n" "(\n" "float4 gl_FrontColor : COLOR0,\n" -"out float4 gl_FragColor : COLOR\n" +"out float4 dp_FragColor : COLOR\n" ")\n" "{\n" -" gl_FragColor = gl_FrontColor;\n" +" dp_FragColor = gl_FrontColor;\n" "}\n" "#endif\n" "#else // !MODE_SHOWDEPTH\n" @@ -138,15 +170,15 @@ "uniform float ClientTime : register(c2),\n" "uniform float2 PixelSize : register(c25),\n" "uniform float4 BloomColorSubtract : register(c43),\n" -"out float4 gl_FragColor : COLOR\n" +"out float4 dp_FragColor : COLOR\n" ")\n" "{\n" -" gl_FragColor = tex2D(Texture_First, TexCoord1);\n" +" dp_FragColor = tex2D(Texture_First, TexCoord1);\n" "#ifdef USEBLOOM\n" -" gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n" +" dp_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n" "#endif\n" "#ifdef USEVIEWTINT\n" -" gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n" +" dp_FragColor = lerp(dp_FragColor, ViewTintColor, ViewTintColor.a);\n" "#endif\n" "\n" "#ifdef USEPOSTPROCESSING\n" @@ -181,34 +213,34 @@ " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n" " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n" " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n" -" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n" -" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n" -" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n" -" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n" -" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n" -" gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n" -" gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n" +" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n" +" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n" +" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n" +" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n" +" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.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" "\n" "#ifdef USESATURATION\n" " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n" -" float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n" +" float y = dot(dp_FragColor.rgb, float3(0.299, 0.587, 0.114));\n" " // 'vampire sight' effect, wheres red is compensated\n" " #ifdef SATURATION_REDCOMPENSATE\n" -" float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n" -" gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n" -" gl_FragColor.r += r;\n" +" float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n" +" dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n" +" dp_FragColor.r += r;\n" " #else\n" " // normal desaturation\n" -" //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n" -" gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n" +" //dp_FragColor = float3(y,y,y) + (dp_FragColor.rgb - float3(y)) * Saturation;\n" +" dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n" " #endif\n" "#endif\n" "\n" "#ifdef USEGAMMARAMPS\n" -" gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n" -" gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n" -" gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n" +" dp_FragColor.r = tex2D(Texture_GammaRamps, float2(dp_FragColor.r, 0)).r;\n" +" dp_FragColor.g = tex2D(Texture_GammaRamps, float2(dp_FragColor.g, 0)).g;\n" +" dp_FragColor.b = tex2D(Texture_GammaRamps, float2(dp_FragColor.b, 0)).b;\n" "#endif\n" "}\n" "#endif\n" @@ -244,6 +276,9 @@ " TexCoord2 = gl_MultiTexCoord1.xy;\n" "#endif\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif\n" "\n" @@ -260,30 +295,43 @@ "#ifdef USESPECULAR\n" "uniform sampler Texture_Second : register(s1),\n" "#endif\n" -"out float4 gl_FragColor : COLOR\n" +"#ifdef USEGAMMARAMPS\n" +"uniform sampler Texture_GammaRamps : register(s2),\n" +"#endif\n" +"out float4 dp_FragColor : COLOR\n" ")\n" "{\n" "#ifdef USEVIEWTINT\n" -" gl_FragColor = gl_FrontColor;\n" +" dp_FragColor = gl_FrontColor;\n" "#else\n" -" gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n" +" dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n" "#endif\n" "#ifdef USEDIFFUSE\n" -" gl_FragColor *= tex2D(Texture_First, TexCoord1);\n" +"# ifdef USEREFLECTCUBE\n" +" // suppress texture alpha\n" +" dp_FragColor.rgb *= tex2D(Texture_First, TexCoord1).rgb;\n" +"# else\n" +" dp_FragColor *= tex2D(Texture_First, TexCoord1);\n" +"# endif\n" "#endif\n" "\n" "#ifdef USESPECULAR\n" " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n" "# ifdef USECOLORMAPPING\n" -" gl_FragColor *= tex2;\n" +" dp_FragColor *= tex2;\n" "# endif\n" "# ifdef USEGLOW\n" -" gl_FragColor += tex2;\n" +" dp_FragColor += tex2;\n" "# endif\n" "# ifdef USEVERTEXTEXTUREBLEND\n" -" gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n" +" dp_FragColor = lerp(dp_FragColor, tex2, tex2.a);\n" "# endif\n" "#endif\n" +"#ifdef USEGAMMARAMPS\n" +" dp_FragColor.r = tex2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n" +" dp_FragColor.g = tex2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n" +" dp_FragColor.b = tex2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n" +"#endif\n" "}\n" "#endif\n" "#else // !MODE_GENERIC\n" @@ -314,7 +362,7 @@ "float2 TexCoord : TEXCOORD0,\n" "uniform sampler Texture_First : register(s0),\n" "uniform float4 BloomBlur_Parameters : register(c1),\n" -"out float4 gl_FragColor : COLOR\n" +"out float4 dp_FragColor : COLOR\n" ")\n" "{\n" " int i;\n" @@ -326,7 +374,7 @@ " color += tex2D(Texture_First, tc).rgb;\n" " tc += BloomBlur_Parameters.xy;\n" " }\n" -" gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n" +" dp_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n" "}\n" "#endif\n" "#else // !MODE_BLOOMBLUR\n" @@ -336,24 +384,39 @@ "(\n" "float4 gl_Vertex : POSITION,\n" "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" +"#ifdef USEALPHAGENVERTEX\n" +"float4 gl_Color : COLOR0,\n" +"#endif\n" "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" "uniform float4x4 TexMatrix : register(c0),\n" "uniform float3 EyePosition : register(c24),\n" +"#ifdef USEALPHAGENVERTEX\n" +"out float4 gl_FrontColor : COLOR,\n" +"#endif\n" "out float4 gl_Position : POSITION,\n" "out float2 TexCoord : TEXCOORD0,\n" "out float3 EyeVector : TEXCOORD1,\n" "out float4 ModelViewProjectionPosition : TEXCOORD2\n" ")\n" "{\n" +"#ifdef USEALPHAGENVERTEX\n" +" gl_FrontColor = gl_Color;\n" +"#endif\n" " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" " ModelViewProjectionPosition = gl_Position;\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif\n" "\n" "#ifdef FRAGMENT_SHADER\n" "void main\n" "(\n" +"#ifdef USEALPHAGENVERTEX\n" +"float4 gl_FrontColor : COLOR,\n" +"#endif\n" "float2 TexCoord : TEXCOORD0,\n" "float3 EyeVector : TEXCOORD1,\n" "float4 ModelViewProjectionPosition : TEXCOORD2,\n" @@ -364,13 +427,20 @@ "uniform float4 ScreenScaleRefractReflect : register(c32),\n" "uniform float4 ScreenCenterRefractReflect : register(c31),\n" "uniform float4 RefractColor : register(c29),\n" -"out float4 gl_FragColor : COLOR\n" +"out float4 dp_FragColor : COLOR\n" ")\n" "{\n" " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" -" float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy;\n" +"#ifdef USEALPHAGENVERTEX\n" +" float2 distort = DistortScaleRefractReflect.xy * gl_FrontColor.a;\n" +" float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n" +"#else\n" +" float2 distort = DistortScaleRefractReflect.xy;\n" +" float4 refractcolor = RefractColor;\n" +"#endif\n" +" float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * distort;\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" @@ -381,7 +451,7 @@ " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n" " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n" -" gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n" +" dp_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * refractcolor;\n" "}\n" "#endif\n" "#else // !MODE_REFRACTION\n" @@ -396,31 +466,44 @@ "(\n" "float4 gl_Vertex : POSITION,\n" "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" +"#ifdef USEALPHAGENVERTEX\n" +"float4 gl_Color : COLOR0,\n" +"#endif\n" "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" "float4 gl_MultiTexCoord1 : TEXCOORD1,\n" "float4 gl_MultiTexCoord2 : TEXCOORD2,\n" "float4 gl_MultiTexCoord3 : TEXCOORD3,\n" "uniform float4x4 TexMatrix : register(c0),\n" "uniform float3 EyePosition : register(c24),\n" +"#ifdef USEALPHAGENVERTEX\n" +"out float4 gl_FrontColor : COLOR,\n" +"#endif\n" "out float4 gl_Position : POSITION,\n" "out float2 TexCoord : TEXCOORD0,\n" "out float3 EyeVector : TEXCOORD1,\n" "out float4 ModelViewProjectionPosition : TEXCOORD2\n" ")\n" "{\n" +"#ifdef USEALPHAGENVERTEX\n" +" gl_FrontColor = gl_Color;\n" +"#endif\n" " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n" " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" -" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" -" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" -" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" +" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" " ModelViewProjectionPosition = gl_Position;\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif\n" "\n" "#ifdef FRAGMENT_SHADER\n" "void main\n" "(\n" +"#ifdef USEALPHAGENVERTEX\n" +"float4 gl_FrontColor : COLOR,\n" +"#endif\n" "float2 TexCoord : TEXCOORD0,\n" "float3 EyeVector : TEXCOORD1,\n" "float4 ModelViewProjectionPosition : TEXCOORD2,\n" @@ -434,14 +517,25 @@ "uniform float4 ReflectColor : register(c26),\n" "uniform float ReflectFactor : register(c27),\n" "uniform float ReflectOffset : register(c28),\n" -"out float4 gl_FragColor : COLOR\n" +"out float4 dp_FragColor : COLOR\n" ")\n" "{\n" " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n" -" float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n" +"#ifdef USEALPHAGENVERTEX\n" +" float4 distort = DistortScaleRefractReflect * gl_FrontColor.a;\n" +" float reflectoffset = ReflectOffset * gl_FrontColor.a;\n" +" float reflectfactor = ReflectFactor * gl_FrontColor.a;\n" +" float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n" +"#else\n" +" float4 distort = DistortScaleRefractReflect;\n" +" float reflectoffset = ReflectOffset;\n" +" float reflectfactor = ReflectFactor;\n" +" float4 refractcolor = RefractColor;\n" +"#endif\n" +" float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * distort;\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" @@ -457,8 +551,8 @@ " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n" " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n" -" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n" -" gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n" +" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;\n" +" dp_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n" "}\n" "#endif\n" "#else // !MODE_WATER\n" @@ -495,35 +589,48 @@ "#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" -"float2 OffsetMapping(float2 TexCoord, float3 OffsetMapping_ScaleSteps, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n" +"float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float OffsetMapping_Bias, float OffsetMapping_LodDistance, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n" "{\n" " float i;\n" +" // distance-based LOD\n" +"#ifdef USEOFFSETMAPPING_LOD\n" +" //float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n" +" //float4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n" +" float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n" +"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" +" // stupid workaround because 1-step and 2-step reliefmapping is void\n" +" float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n" +"#else\n" +" float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n" +"#endif\n" +" float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n" +" float4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n" +"#else\n" +" #define ScaleSteps OffsetMapping_ScaleSteps\n" +"#endif\n" "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\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" -" //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_ScaleSteps.x) * float2(-1, 1), -1);\n" -" //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_ScaleSteps.x * float2(-1, 1), -1);\n" -" float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_ScaleSteps.x * float2(-1, 1), -1);\n" -" float3 RT = float3(TexCoord, 1);\n" -" OffsetVector *= OffsetMapping_ScaleSteps.z;\n" -" for(i = 1.0; i < OffsetMapping_ScaleSteps.y; ++i)\n" +" //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1), -1);\n" +" //float3 OffsetVector = float3(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1), -1);\n" +" float3 OffsetVector = float3(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1), -1);\n" +" float3 RT = float3(float2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n" +" OffsetVector *= ScaleSteps.z;\n" +" for(i = 1.0; i < ScaleSteps.y; ++i)\n" " RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) - 0.5);\n" -" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.5 - 0.25);\n" -" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.25 - 0.125);\n" -" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.125 - 0.0625);\n" -" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.0625 - 0.03125);\n" +" for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n" +" RT += OffsetVector * (step(tex2Dgrad(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" -" //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_ScaleSteps.x) * float2(-1, 1));\n" -" //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_ScaleSteps.x * float2(-1, 1));\n" -" float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_ScaleSteps.x * float2(-1, 1));\n" -" OffsetVector *= OffsetMapping_ScaleSteps.z;\n" -" for(i = 0.0; i < OffsetMapping_ScaleSteps.y; ++i)\n" -" TexCoord += OffsetVector * (1.0 - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" +" //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1));\n" +" //float2 OffsetVector = float2(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1));\n" +" float2 OffsetVector = float2(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1));\n" +" OffsetVector *= ScaleSteps.z;\n" +" for(i = 0.0; i < ScaleSteps.y; ++i)\n" +" TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" " return TexCoord;\n" "#endif\n" "}\n" @@ -538,23 +645,22 @@ "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n" "{\n" " float3 adir = abs(dir);\n" -" float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n" +" float2 mparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n" " float4 proj = texCUBE(Texture_CubeProjection, dir);\n" -" return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n" +" return float3(lerp(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n" "}\n" "# else\n" "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n" "{\n" " float3 adir = abs(dir);\n" -" float ma = adir.z;\n" -" float4 proj = float4(dir, 2.5);\n" -" if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n" -" if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n" +" float m; float4 proj;\n" +" if (adir.x > adir.y) { m = adir.x; proj = float4(dir.zyx, 0.5); } else { m = adir.y; proj = float4(dir.xzy, 1.5); }\n" +" if (adir.z > m) { m = adir.z; proj = float4(dir, 2.5); }\n" "#ifdef HLSL\n" -" return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n" +" return float3(proj.xy * ShadowMap_Parameters.x / m + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64 * ShadowMap_Parameters.w);\n" "#else\n" -" float2 aparams = ShadowMap_Parameters.xy / ma;\n" -" return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n" +" float2 mparams = ShadowMap_Parameters.xy / m;\n" +" return float3(proj.xy * mparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n" "#endif\n" "}\n" "# endif\n" @@ -705,16 +811,17 @@ " // transform unnormalized eye direction into tangent space\n" "#ifdef USEOFFSETMAPPING\n" " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" -" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" -" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" -" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" +" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n" "#endif\n" "\n" " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n" " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n" " VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" -" VectorR.w = gl_Position.z;\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" +" VectorR.w = mul(ModelViewMatrix, gl_Vertex).z;\n" "}\n" "#endif // VERTEX_SHADER\n" "\n" @@ -736,15 +843,12 @@ "uniform sampler Texture_SecondaryGloss : register(s6),\n" "#endif\n" "#ifdef USEOFFSETMAPPING\n" -"uniform float3 OffsetMapping_ScaleSteps : register(c24),\n" +"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n" +"uniform float4 OffsetMapping_LodDistance : register(c53),\n" +"uniform float OffsetMapping_Bias : register(c54),\n" "#endif\n" "uniform half SpecularPower : register(c36),\n" -"#ifdef HLSL\n" -"out float4 gl_FragData0 : COLOR0,\n" -"out float4 gl_FragData1 : COLOR1\n" -"#else\n" -"out float4 gl_FragColor : COLOR\n" -"#endif\n" +"out float4 dp_FragColor : COLOR\n" ")\n" "{\n" " float2 TexCoord = TexCoordBoth.xy;\n" @@ -752,7 +856,7 @@ " // apply offsetmapping\n" " float2 dPdx = ddx(TexCoord);\n" " float2 dPdy = ddy(TexCoord);\n" -" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, EyeVector, Texture_Normal, dPdx, dPdy);\n" +" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n" "# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n" "#else\n" "# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n" @@ -778,16 +882,8 @@ " float a = offsetMappedTexture2D(Texture_Gloss).a;\n" "#endif\n" "\n" -"#ifdef HLSL\n" -" gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n" -" float Depth = VectorR.w / 256.0;\n" -" float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n" -"// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n" -" depthcolor.yz -= floor(depthcolor.yz);\n" -" gl_FragData1 = depthcolor;\n" -"#else\n" -" gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n" -"#endif\n" +" float3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n" +" dp_FragColor = float4(pixelnormal.x, pixelnormal.y, VectorR.w, a);\n" "}\n" "#endif // FRAGMENT_SHADER\n" "#else // !MODE_DEFERREDGEOMETRY\n" @@ -861,17 +957,19 @@ "{\n" " // calculate viewspace pixel position\n" " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n" -" //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n" " float3 position;\n" -"#ifdef HLSL\n" -" position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n" -"#else\n" -" position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n" -"#endif\n" -" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n" -" // decode viewspace pixel normal\n" +" // get the geometry information (depth, normal, specular exponent)\n" " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n" -" half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n" +" // decode viewspace pixel normal\n" +"// float3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n" +" float3 surfacenormal = half3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n" +" // decode viewspace pixel position\n" +"// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n" +" position.z = normalmap.b;\n" +"// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n" +" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n" +"\n" +" // now do the actual shading\n" " // surfacenormal = pixel normal in viewspace\n" " // LightVector = pixel to light in viewspace\n" " // CubeVector = position in lightspace\n" @@ -887,10 +985,10 @@ " // calculate directional shading\n" " float3 eyevector = position * -1.0;\n" "# ifdef USEEXACTSPECULARMATH\n" -" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n" +" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 1.0 + SpecularPower * normalmap.a));\n" "# else\n" " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n" -" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n" +" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * normalmap.a));\n" "# endif\n" "#endif\n" "\n" @@ -930,7 +1028,7 @@ "(\n" "float4 gl_Vertex : POSITION,\n" "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" -"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n" +"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n" "float4 gl_Color : COLOR0,\n" "#endif\n" "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" @@ -960,7 +1058,7 @@ "#ifdef USESHADOWMAPORTHO\n" "uniform float4x4 ShadowMapMatrix : register(c16),\n" "#endif\n" -"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n" +"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n" "out float4 gl_FrontColor : COLOR,\n" "#endif\n" "out float4 TexCoordBoth : TEXCOORD0,\n" @@ -993,7 +1091,7 @@ "out float4 gl_Position : POSITION\n" ")\n" "{\n" -"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n" +"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n" " gl_FrontColor = gl_Color;\n" "#endif\n" " // copy the surface texcoord\n" @@ -1015,24 +1113,18 @@ " // (we use unnormalized to ensure that it interpolates correctly and then\n" " // normalize it per pixel)\n" " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" -" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" -" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" -" LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" +" LightVector = float3(dot(lightminusvertex, gl_MultiTexCoord1.xyz), dot(lightminusvertex, gl_MultiTexCoord2.xyz), dot(lightminusvertex, gl_MultiTexCoord3.xyz));\n" "# endif\n" "#endif\n" "\n" "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n" -" LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n" -" LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n" -" LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n" +" LightVector = float3(dot(LightDir, gl_MultiTexCoord1.xyz), dot(LightDir, gl_MultiTexCoord2.xyz), dot(LightDir, gl_MultiTexCoord3.xyz));\n" "#endif\n" "\n" " // transform unnormalized eye direction into tangent space\n" "#ifdef USEEYEVECTOR\n" " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" -" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" -" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" -" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" +" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n" "#endif\n" "\n" "#ifdef USEFOG\n" @@ -1056,6 +1148,9 @@ "#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" @@ -1163,7 +1258,8 @@ "#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" -"uniform float3 OffsetMapping_ScaleSteps : register(c24),\n" +"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n" +"uniform float OffsetMapping_Bias : register(c54),\n" "#endif\n" "\n" "#ifdef USEDEFERREDLIGHTMAP\n" @@ -1222,7 +1318,7 @@ "#endif\n" "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n" "\n" -"out float4 gl_FragColor : COLOR\n" +"out float4 dp_FragColor : COLOR\n" ")\n" "{\n" " float2 TexCoord = TexCoordBoth.xy;\n" @@ -1233,7 +1329,7 @@ " // apply offsetmapping\n" " float2 dPdx = ddx(TexCoord);\n" " float2 dPdy = ddy(TexCoord);\n" -" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, EyeVector, Texture_Normal, dPdx, dPdy);\n" +" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n" "# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n" "#else\n" "# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n" @@ -1250,6 +1346,11 @@ " color.rgb += half3(offsetMappedTexture2D(Texture_Pants).rgb) * Color_Pants + half3(offsetMappedTexture2D(Texture_Shirt).rgb) * Color_Shirt;\n" "#endif\n" "#ifdef USEVERTEXTEXTUREBLEND\n" +"#ifdef USEBOTHALPHAS\n" +" half4 color2 = half4(tex2D(Texture_SecondaryColor, TexCoord2));\n" +" half terrainblend = clamp(half(gl_FrontColor.a) * color.a, half(1.0 - color2.a), half(1.0));\n" +" color.rgb = lerp(color2.rgb, color.rgb, terrainblend);\n" +"#else\n" " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n" " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n" " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n" @@ -1257,6 +1358,10 @@ " color.a = 1.0;\n" " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n" "#endif\n" +"#endif\n" +"#ifdef USEALPHAGENVERTEX\n" +" color.a *= gl_FrontColor.a;\n" +"#endif\n" "\n" " // get the surface normal\n" "#ifdef USEVERTEXTEXTUREBLEND\n" @@ -1293,10 +1398,10 @@ " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n" "#ifdef USESPECULAR\n" "#ifdef USEEXACTSPECULARMATH\n" -" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n" +" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a));\n" "#else\n" " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n" -" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n" +" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a));\n" "#endif\n" " color.rgb += glosstex.rgb * (specular * Color_Specular);\n" "#endif\n" @@ -1345,22 +1450,19 @@ "\n" "\n" "#ifdef MODE_LIGHTDIRECTION\n" -"#define SHADING\n" -"#ifdef USEDIFFUSE\n" -" half3 lightnormal = half3(normalize(LightVector));\n" -"#endif\n" -"#define lightcolor LightColor\n" +" #define SHADING\n" +" #ifdef USEDIFFUSE\n" +" half3 lightnormal = half3(normalize(LightVector));\n" +" #endif\n" +" #define lightcolor LightColor\n" "#endif // MODE_LIGHTDIRECTION\n" "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" -"#define SHADING\n" +" #define SHADING\n" " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n" " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n" " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n" " // convert modelspace light vector to tangentspace\n" -" half3 lightnormal;\n" -" lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n" -" lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n" -" lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n" +" half3 lightnormal = half3(dot(lightnormal_modelspace, half3(VectorS)), dot(lightnormal_modelspace, half3(VectorT)), dot(lightnormal_modelspace, half3(VectorR)));\n" " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n" " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n" " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n" @@ -1373,19 +1475,25 @@ " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n" "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" -"#define SHADING\n" +" #define SHADING\n" " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n" " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n" " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n" "#endif\n" -"\n" -"\n" -"\n" -"\n" +"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n" +" #define SHADING\n" +" // forced deluxemap on lightmapped/vertexlit surfaces\n" +" half3 lightnormal = half3(0.0, 0.0, 1.0);\n" +" #ifdef USELIGHTMAP\n" +" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n" +" #else\n" +" half3 lightcolor = half3(gl_FrontColor.rgb);\n" +" #endif\n" +"#endif\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 SHADING\n" +" half3 lightnormal = half3(normalize(EyeVector));\n" +" half3 lightcolor = half3(1.0,1.0,1.0);\n" "#endif // MODE_FAKELIGHT\n" "\n" "\n" @@ -1409,10 +1517,10 @@ " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" "# ifdef USESPECULAR\n" "# ifdef USEEXACTSPECULARMATH\n" -" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n" +" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a));\n" "# else\n" " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n" -" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n" +" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a));\n" "# endif\n" " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n" "# else\n" @@ -1466,7 +1574,7 @@ " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n" "#endif\n" "\n" -" gl_FragColor = float4(color);\n" +" dp_FragColor = float4(color);\n" "}\n" "#endif // FRAGMENT_SHADER\n" "\n"