From: divverent Date: Fri, 25 Sep 2009 21:11:15 +0000 (+0000) Subject: improve the fix to work for reflection-only and refraction-only too X-Git-Tag: xonotic-v0.1.0preview~1397 X-Git-Url: http://git.xonotic.org/?a=commitdiff_plain;h=be85222a93e22ddf7ed4dbddf136faf1c3781bbc;p=xonotic%2Fdarkplaces.git improve the fix to work for reflection-only and refraction-only too git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9236 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/gl_rmain.c b/gl_rmain.c index 49e26bf4..f48f4086 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -1082,7 +1082,6 @@ static const char *builtinshaderstring = " f *= min(1, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.05, 0.05))) / 0.02);\n" " f *= min(1, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.05, -0.05))) / 0.02);\n" " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n" -" // END OF UGLY UGLY UGLY HACK\n" " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n" " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n" "}\n" @@ -1101,7 +1100,18 @@ static const char *builtinshaderstring = "\n" " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" -" vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n" +" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\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" +" // Remove this 'ack once we have a better way to stop this thing from\n" +" // 'appening.\n" +" float f = min(1, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.05, 0.05))) / 0.02);\n" +" f *= min(1, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.05, -0.05))) / 0.02);\n" +" f *= min(1, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.05, 0.05))) / 0.02);\n" +" f *= min(1, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.05, -0.05))) / 0.02);\n" +" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n" "}\n" "\n" @@ -1327,8 +1337,19 @@ static const char *builtinshaderstring = "#ifdef USEREFLECTION\n" " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" -" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n" -" color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n" +" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n" +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\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" +" // Remove this 'ack once we have a better way to stop this thing from\n" +" // 'appening.\n" +" float f = min(1, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.05, 0.05))) / 0.02);\n" +" f *= min(1, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.05, -0.05))) / 0.02);\n" +" f *= min(1, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.05, 0.05))) / 0.02);\n" +" f *= min(1, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.05, -0.05))) / 0.02);\n" +" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" +" color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n" "#endif\n" "\n" " gl_FragColor = vec4(color);\n"