]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
deluxemapping support for dpsoftrast
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 20 Mar 2011 17:31:23 +0000 (17:31 +0000)
committerRudolf Polzer <divverent@alientrap.org>
Sun, 20 Mar 2011 18:57:03 +0000 (19:57 +0100)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10950 d7cf8633-e32d-0410-b094-e92efae38249
::stable-branch::merge=3bb69bae970a0f010f70548496e626eb9b168182

dpsoftrast.c

index 969b88d144b21d532d577bf1fc6803e4284ec9b3..466d4a8bb904e97093a0cd72929cec9ed74e41c0 100644 (file)
@@ -3462,15 +3462,17 @@ void DPSOFTRAST_PixelShader_FakeLight(DPSOFTRAST_State_Thread *thread, const DPS
 
 
 
+void DPSOFTRAST_VertexShader_LightDirection(void);
 void DPSOFTRAST_VertexShader_LightDirectionMap_ModelSpace(void)
 {
-       DPSOFTRAST_VertexShader_Lightmap();
+       DPSOFTRAST_VertexShader_LightDirection();
+       DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD4);
 }
 
+void DPSOFTRAST_PixelShader_LightDirection(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span);
 void DPSOFTRAST_PixelShader_LightDirectionMap_ModelSpace(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
 {
-       DPSOFTRAST_PixelShader_Lightmap(thread, triangle, span);
-       // TODO: IMPLEMENT
+       DPSOFTRAST_PixelShader_LightDirection(thread, triangle, span);
 }
 
 
@@ -3531,20 +3533,20 @@ void DPSOFTRAST_VertexShader_LightDirection(void)
                LightVector[0] = svector[0] * LightDir[0] + svector[1] * LightDir[1] + svector[2] * LightDir[2];
                LightVector[1] = tvector[0] * LightDir[0] + tvector[1] * LightDir[1] + tvector[2] * LightDir[2];
                LightVector[2] = normal[0] * LightDir[0] + normal[1] * LightDir[1] + normal[2] * LightDir[2];
-               dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+0] = LightVector[0];
-               dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+1] = LightVector[1];
-               dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+2] = LightVector[2];
-               dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+3] = 0.0f;
+               dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD5][i*4+0] = LightVector[0];
+               dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD5][i*4+1] = LightVector[1];
+               dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD5][i*4+2] = LightVector[2];
+               dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD5][i*4+3] = 0.0f;
                EyeVectorModelSpace[0] = EyePosition[0] - position[0];
                EyeVectorModelSpace[1] = EyePosition[1] - position[1];
                EyeVectorModelSpace[2] = EyePosition[2] - position[2];
                EyeVector[0] = svector[0] * EyeVectorModelSpace[0] + svector[1] * EyeVectorModelSpace[1] + svector[2] * EyeVectorModelSpace[2];
                EyeVector[1] = tvector[0] * EyeVectorModelSpace[0] + tvector[1] * EyeVectorModelSpace[1] + tvector[2] * EyeVectorModelSpace[2];
                EyeVector[2] = normal[0]  * EyeVectorModelSpace[0] + normal[1]  * EyeVectorModelSpace[1] + normal[2]  * EyeVectorModelSpace[2];
-               dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+0] = EyeVector[0];
-               dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+1] = EyeVector[1];
-               dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+2] = EyeVector[2];
-               dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+3] = 0.0f;
+               dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD6][i*4+0] = EyeVector[0];
+               dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD6][i*4+1] = EyeVector[1];
+               dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD6][i*4+2] = EyeVector[2];
+               dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD6][i*4+3] = 0.0f;
        }
        DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, -1, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
 }
@@ -3577,6 +3579,8 @@ void DPSOFTRAST_PixelShader_LightDirection(DPSOFTRAST_State_Thread *thread, cons
        unsigned char buffer_texture_glowbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
        unsigned char buffer_texture_pantsbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
        unsigned char buffer_texture_shirtbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_texture_deluxemapbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_texture_lightmapbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
        unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
        int x, startx = span->startx, endx = span->endx;
        float Color_Ambient[4], Color_Diffuse[4], Color_Specular[4], Color_Glow[4], Color_Pants[4], Color_Shirt[4], LightColor[4];
@@ -3584,11 +3588,18 @@ void DPSOFTRAST_PixelShader_LightDirection(DPSOFTRAST_State_Thread *thread, cons
        float LightVectorslope[4];
        float EyeVectordata[4];
        float EyeVectorslope[4];
+       float VectorSdata[4];
+       float VectorSslope[4];
+       float VectorTdata[4];
+       float VectorTslope[4];
+       float VectorRdata[4];
+       float VectorRslope[4];
        float z;
        float diffusetex[4];
        float glosstex[4];
        float surfacenormal[4];
        float lightnormal[4];
+       float lightnormal_modelspace[4];
        float eyenormal[4];
        float specularnormal[4];
        float diffuse;
@@ -3632,15 +3643,25 @@ void DPSOFTRAST_PixelShader_LightDirection(DPSOFTRAST_State_Thread *thread, cons
                LightColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+1];
                LightColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+2];
                LightColor[3] = 0.0f;
-               DPSOFTRAST_CALCATTRIB4F(triangle, span, LightVectordata, LightVectorslope, DPSOFTRAST_ARRAY_TEXCOORD1);
+               DPSOFTRAST_CALCATTRIB4F(triangle, span, LightVectordata, LightVectorslope, DPSOFTRAST_ARRAY_TEXCOORD5);
                DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
                Color_Specular[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+0];
                Color_Specular[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+1];
                Color_Specular[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+2];
                Color_Specular[3] = 0.0f;
                SpecularPower = thread->uniform4f[DPSOFTRAST_UNIFORM_SpecularPower*4+0] * (1.0f / 255.0f);
-               DPSOFTRAST_CALCATTRIB4F(triangle, span, EyeVectordata, EyeVectorslope, DPSOFTRAST_ARRAY_TEXCOORD2);
+               DPSOFTRAST_CALCATTRIB4F(triangle, span, EyeVectordata, EyeVectorslope, DPSOFTRAST_ARRAY_TEXCOORD6);
                DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_glossbgra8, GL20TU_GLOSS, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+
+               if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE)
+               {
+                       DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorSdata, VectorSslope, DPSOFTRAST_ARRAY_TEXCOORD1);
+                       DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorTdata, VectorTslope, DPSOFTRAST_ARRAY_TEXCOORD2);
+                       DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorRdata, VectorRslope, DPSOFTRAST_ARRAY_TEXCOORD3);
+                       DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_lightmapbgra8, GL20TU_LIGHTMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
+                       DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_deluxemapbgra8, GL20TU_DELUXEMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
+               }
+
                for (x = startx;x < endx;x++)
                {
                        z = buffer_z[x];
@@ -3664,10 +3685,46 @@ void DPSOFTRAST_PixelShader_LightDirection(DPSOFTRAST_State_Thread *thread, cons
                        surfacenormal[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
                        DPSOFTRAST_Vector3Normalize(surfacenormal);
 
-                       lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z;
-                       lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z;
-                       lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z;
-                       DPSOFTRAST_Vector3Normalize(lightnormal);
+                       if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE)
+                       {
+                               // myhalf3 lightnormal_modelspace = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n";
+                               lightnormal_modelspace[0] = buffer_texture_deluxemapbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+                               lightnormal_modelspace[1] = buffer_texture_deluxemapbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+                               lightnormal_modelspace[2] = buffer_texture_deluxemapbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+
+                               // lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
+                               lightnormal[0] = lightnormal_modelspace[0] * (VectorSdata[0] + VectorSslope[0] * x)
+                                              + lightnormal_modelspace[1] * (VectorSdata[1] + VectorSslope[1] * x)
+                                              + lightnormal_modelspace[2] * (VectorSdata[2] + VectorSslope[2] * x);
+
+                               // lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
+                               lightnormal[1] = lightnormal_modelspace[0] * (VectorTdata[0] + VectorTslope[0] * x)
+                                              + lightnormal_modelspace[1] * (VectorTdata[1] + VectorTslope[1] * x)
+                                              + lightnormal_modelspace[2] * (VectorTdata[2] + VectorTslope[2] * x);
+
+                               // lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
+                               lightnormal[2] = lightnormal_modelspace[0] * (VectorRdata[0] + VectorRslope[0] * x)
+                                              + lightnormal_modelspace[1] * (VectorRdata[1] + VectorRslope[1] * x)
+                                              + lightnormal_modelspace[2] * (VectorRdata[2] + VectorRslope[2] * x);
+
+                               // lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
+                               DPSOFTRAST_Vector3Normalize(lightnormal);
+
+                               // myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n";
+                               {
+                                       float f = 1.0f / (256.0f * max(0.25f, lightnormal[2]));
+                                       LightColor[0] = buffer_texture_lightmapbgra8[x*4+0] * f;
+                                       LightColor[1] = buffer_texture_lightmapbgra8[x*4+1] * f;
+                                       LightColor[2] = buffer_texture_lightmapbgra8[x*4+2] * f;
+                               }
+                       }
+                       else
+                       {
+                               lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z;
+                               lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z;
+                               lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z;
+                               DPSOFTRAST_Vector3Normalize(lightnormal);
+                       }
 
                        eyenormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z;
                        eyenormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z;
@@ -3696,6 +3753,7 @@ void DPSOFTRAST_PixelShader_LightDirection(DPSOFTRAST_State_Thread *thread, cons
                                d[2] = (int)(                                                  diffusetex[2] * Color_Ambient[2] + (diffusetex[2] * Color_Diffuse[2] * diffuse + glosstex[2] * Color_Specular[2] * specular) * LightColor[2]);if (d[2] > 255) d[2] = 255;
                                d[3] = (int)(                                                  diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255;
                        }
+
                        buffer_FragColorbgra8[x*4+0] = d[0];
                        buffer_FragColorbgra8[x*4+1] = d[1];
                        buffer_FragColorbgra8[x*4+2] = d[2];
@@ -3712,8 +3770,18 @@ void DPSOFTRAST_PixelShader_LightDirection(DPSOFTRAST_State_Thread *thread, cons
                LightColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+1];
                LightColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+2];
                LightColor[3] = 0.0f;
-               DPSOFTRAST_CALCATTRIB4F(triangle, span, LightVectordata, LightVectorslope, DPSOFTRAST_ARRAY_TEXCOORD1);
+               DPSOFTRAST_CALCATTRIB4F(triangle, span, LightVectordata, LightVectorslope, DPSOFTRAST_ARRAY_TEXCOORD5);
                DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+
+               if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE)
+               {
+                       DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorSdata, VectorSslope, DPSOFTRAST_ARRAY_TEXCOORD1);
+                       DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorTdata, VectorTslope, DPSOFTRAST_ARRAY_TEXCOORD2);
+                       DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorRdata, VectorRslope, DPSOFTRAST_ARRAY_TEXCOORD3);
+                       DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_lightmapbgra8, GL20TU_LIGHTMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
+                       DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_deluxemapbgra8, GL20TU_DELUXEMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
+               }
+
                for (x = startx;x < endx;x++)
                {
                        z = buffer_z[x];
@@ -3726,10 +3794,46 @@ void DPSOFTRAST_PixelShader_LightDirection(DPSOFTRAST_State_Thread *thread, cons
                        surfacenormal[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
                        DPSOFTRAST_Vector3Normalize(surfacenormal);
 
-                       lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z;
-                       lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z;
-                       lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z;
-                       DPSOFTRAST_Vector3Normalize(lightnormal);
+                       if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE)
+                       {
+                               // myhalf3 lightnormal_modelspace = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n";
+                               lightnormal_modelspace[0] = buffer_texture_deluxemapbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+                               lightnormal_modelspace[1] = buffer_texture_deluxemapbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+                               lightnormal_modelspace[2] = buffer_texture_deluxemapbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+
+                               // lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
+                               lightnormal[0] = lightnormal_modelspace[0] * (VectorSdata[0] + VectorSslope[0] * x)
+                                              + lightnormal_modelspace[1] * (VectorSdata[1] + VectorSslope[1] * x)
+                                              + lightnormal_modelspace[2] * (VectorSdata[2] + VectorSslope[2] * x);
+
+                               // lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
+                               lightnormal[1] = lightnormal_modelspace[0] * (VectorTdata[0] + VectorTslope[0] * x)
+                                              + lightnormal_modelspace[1] * (VectorTdata[1] + VectorTslope[1] * x)
+                                              + lightnormal_modelspace[2] * (VectorTdata[2] + VectorTslope[2] * x);
+
+                               // lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
+                               lightnormal[2] = lightnormal_modelspace[0] * (VectorRdata[0] + VectorRslope[0] * x)
+                                              + lightnormal_modelspace[1] * (VectorRdata[1] + VectorRslope[1] * x)
+                                              + lightnormal_modelspace[2] * (VectorRdata[2] + VectorRslope[2] * x);
+
+                               // lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
+                               DPSOFTRAST_Vector3Normalize(lightnormal);
+
+                               // myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n";
+                               {
+                                       float f = 1.0f / (256.0f * max(0.25f, lightnormal[2]));
+                                       LightColor[0] = buffer_texture_lightmapbgra8[x*4+0] * f;
+                                       LightColor[1] = buffer_texture_lightmapbgra8[x*4+1] * f;
+                                       LightColor[2] = buffer_texture_lightmapbgra8[x*4+2] * f;
+                               }
+                       }
+                       else
+                       {
+                               lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z;
+                               lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z;
+                               lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z;
+                               DPSOFTRAST_Vector3Normalize(lightnormal);
+                       }
 
                        diffuse = DPSOFTRAST_Vector3Dot(surfacenormal, lightnormal);if (diffuse < 0.0f) diffuse = 0.0f;
                        if (thread->shader_permutation & SHADERPERMUTATION_GLOW)
@@ -4233,9 +4337,9 @@ static const DPSOFTRAST_ShaderModeInfo DPSOFTRAST_ShaderModeTable[SHADERMODE_COU
        {2, DPSOFTRAST_VertexShader_VertexColor,                    DPSOFTRAST_PixelShader_VertexColor,                    {DPSOFTRAST_ARRAY_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, ~0}, {GL20TU_COLOR, ~0}},
        {2, DPSOFTRAST_VertexShader_Lightmap,                       DPSOFTRAST_PixelShader_Lightmap,                       {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_COLOR, GL20TU_LIGHTMAP, GL20TU_GLOW, ~0}},
        {2, DPSOFTRAST_VertexShader_FakeLight,                      DPSOFTRAST_PixelShader_FakeLight,                      {~0}, {~0}},
-       {2, DPSOFTRAST_VertexShader_LightDirectionMap_ModelSpace,   DPSOFTRAST_PixelShader_LightDirectionMap_ModelSpace,   {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_COLOR, GL20TU_LIGHTMAP, GL20TU_GLOW, ~0}},
+       {2, DPSOFTRAST_VertexShader_LightDirectionMap_ModelSpace,   DPSOFTRAST_PixelShader_LightDirectionMap_ModelSpace,   {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_COLOR, GL20TU_LIGHTMAP, GL20TU_GLOW, ~0}},
        {2, DPSOFTRAST_VertexShader_LightDirectionMap_TangentSpace, DPSOFTRAST_PixelShader_LightDirectionMap_TangentSpace, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_COLOR, GL20TU_LIGHTMAP, GL20TU_GLOW, ~0}},
-       {2, DPSOFTRAST_VertexShader_LightDirection,                 DPSOFTRAST_PixelShader_LightDirection,                 {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, ~0}},
+       {2, DPSOFTRAST_VertexShader_LightDirection,                 DPSOFTRAST_PixelShader_LightDirection,                 {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, ~0}},
        {2, DPSOFTRAST_VertexShader_LightSource,                    DPSOFTRAST_PixelShader_LightSource,                    {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_CUBE, ~0}},
        {2, DPSOFTRAST_VertexShader_Refraction,                     DPSOFTRAST_PixelShader_Refraction,                     {~0}},
        {2, DPSOFTRAST_VertexShader_Water,                          DPSOFTRAST_PixelShader_Water,                          {~0}},