From 0785cf5e30afe35f6aac37f96baf8ee4b238f46f Mon Sep 17 00:00:00 2001 From: havoc Date: Sun, 7 Aug 2011 17:59:14 +0000 Subject: [PATCH] added cast_half, cast_half2, cast_half3, cast_half4 macros to avoid errors on the use of mediump when doing casts on GLES2 git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11271 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=51060d945ef856d4f54728526df21c551b8e4dcf --- shader_glsl.h | 152 ++++++++++++++++++++++++++------------------------ 1 file changed, 80 insertions(+), 72 deletions(-) diff --git a/shader_glsl.h b/shader_glsl.h index d4ce8a15..5d6672bf 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -86,11 +86,19 @@ "//# define myhalf2 half2\n" "//# define myhalf3 half3\n" "//# define myhalf4 half4\n" +"//# define cast_myhalf half\n" +"//# define cast_myhalf2 half2\n" +"//# define cast_myhalf3 half3\n" +"//# define cast_myhalf4 half4\n" "//#else\n" "# define myhalf mediump float\n" "# define myhalf2 mediump vec2\n" "# define myhalf3 mediump vec3\n" "# define myhalf4 mediump vec4\n" +"# define cast_myhalf float\n" +"# define cast_myhalf2 vec2\n" +"# define cast_myhalf3 vec3\n" +"# define cast_myhalf4 vec4\n" "//#endif\n" "\n" "#ifdef VERTEX_SHADER\n" @@ -420,9 +428,9 @@ " #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" +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_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" +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_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" @@ -649,14 +657,14 @@ "#ifdef USEFOGHEIGHTTEXTURE\n" " vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n" " fogfrac = fogheightpixel.a;\n" -" return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n" +" return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n" "#else\n" "# ifdef USEFOGOUTSIDE\n" " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n" "# else\n" " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n" "# endif\n" -" return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n" +" return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n" "#endif\n" "}\n" "#endif\n" @@ -944,26 +952,26 @@ " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n" " // decode viewspace pixel normal\n" " myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n" -" myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n" +" myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n" " // surfacenormal = pixel normal in viewspace\n" " // LightVector = pixel to light in viewspace\n" " // CubeVector = position in lightspace\n" " // eyevector = pixel to view in viewspace\n" " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n" -" myhalf fade = myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" +" myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" "#ifdef USEDIFFUSE\n" " // calculate diffuse shading\n" -" myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n" -" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" +" myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));\n" +" myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" "#endif\n" "#ifdef USESPECULAR\n" " // calculate directional shading\n" " vec3 eyevector = position * -1.0;\n" "# ifdef USEEXACTSPECULARMATH\n" -" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n" +" myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n" "# else\n" -" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n" -" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n" +" myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(eyevector)));\n" +" myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n" "# endif\n" "#endif\n" "\n" @@ -1160,44 +1168,44 @@ "#endif\n" "\n" " // combine the diffuse textures (base, pants, shirt)\n" -" myhalf4 color = myhalf4(offsetMappedTexture2D(Texture_Color));\n" +" myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));\n" "#ifdef USEALPHAKILL\n" " if (color.a < 0.5)\n" " discard;\n" "#endif\n" " color.a *= Alpha;\n" "#ifdef USECOLORMAPPING\n" -" color.rgb += myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n" +" color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_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" +" myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n" +" myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_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" +" myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));\n" +" //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));\n" +" //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;\n" +" color.rgb = mix(cast_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" +" //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);\n" "#endif\n" "\n" " // get the surface normal\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -" myhalf3 surfacenormal = normalize(mix(myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n" +" myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));\n" "#else\n" -" myhalf3 surfacenormal = normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5, 0.5, 0.5));\n" +" myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));\n" "#endif\n" "\n" " // get the material colors\n" " myhalf3 diffusetex = color.rgb;\n" "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" "# ifdef USEVERTEXTEXTUREBLEND\n" -" myhalf4 glosstex = mix(myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n" +" myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n" "# else\n" -" myhalf4 glosstex = myhalf4(offsetMappedTexture2D(Texture_Gloss));\n" +" myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));\n" "# endif\n" "#endif\n" "\n" @@ -1205,7 +1213,7 @@ " vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n" " vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n" " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n" -" diffusetex += myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n" +" diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n" "#endif\n" "\n" "\n" @@ -1214,15 +1222,15 @@ "#ifdef MODE_LIGHTSOURCE\n" " // light source\n" "#ifdef USEDIFFUSE\n" -" myhalf3 lightnormal = myhalf3(normalize(LightVector));\n" -" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" +" myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n" +" myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n" "#ifdef USESPECULAR\n" "#ifdef USEEXACTSPECULARMATH\n" -" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n" +" myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n" "#else\n" -" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVectorFogDepth.xyz)));\n" -" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n" +" myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n" +" myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n" "#endif\n" " color.rgb += glosstex.rgb * (specular * Color_Specular);\n" "#endif\n" @@ -1230,12 +1238,12 @@ " color.rgb = diffusetex * Color_Ambient;\n" "#endif\n" " color.rgb *= LightColor;\n" -" color.rgb *= myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" +" color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" "#if defined(USESHADOWMAP2D)\n" " color.rgb *= ShadowMapCompare(CubeVector);\n" "#endif\n" "# ifdef USECUBEFILTER\n" -" color.rgb *= myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n" +" color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n" "# endif\n" "#endif // MODE_LIGHTSOURCE\n" "\n" @@ -1245,20 +1253,20 @@ "#ifdef MODE_LIGHTDIRECTION\n" " #define SHADING\n" " #ifdef USEDIFFUSE\n" -" myhalf3 lightnormal = myhalf3(normalize(LightVector));\n" +" myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n" " #endif\n" " #define lightcolor LightColor\n" "#endif // MODE_LIGHTDIRECTION\n" "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" " #define SHADING\n" " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n" -" myhalf3 lightnormal_modelspace = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" -" myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" +" myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n" +" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" " // convert modelspace light vector to tangentspace\n" " myhalf3 lightnormal;\n" -" lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n" -" lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n" -" lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n" +" lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n" +" lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n" +" lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));\n" " lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\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" @@ -1274,33 +1282,33 @@ "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" " #define SHADING\n" " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n" -" myhalf3 lightnormal = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" -" myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" +" myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n" +" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" "#endif\n" "#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n" " #define SHADING\n" " // forced deluxemap on lightmapped/vertexlit surfaces\n" -" myhalf3 lightnormal = myhalf3(0.0, 0.0, 1.0);\n" +" myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);\n" " #ifdef USELIGHTMAP\n" -" myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" +" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" " #else\n" -" myhalf3 lightcolor = myhalf3(VertexColor.rgb);\n" +" myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n" " #endif\n" "#endif\n" "#ifdef MODE_FAKELIGHT\n" " #define SHADING\n" -" myhalf3 lightnormal = myhalf3(normalize(EyeVectorFogDepth.xyz));\n" -" myhalf3 lightcolor = myhalf3(1.0);\n" +" myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n" +" myhalf3 lightcolor = cast_myhalf3(1.0);\n" "#endif // MODE_FAKELIGHT\n" "\n" "\n" "\n" "\n" "#ifdef MODE_LIGHTMAP\n" -" color.rgb = diffusetex * (Color_Ambient + myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n" +" color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n" "#endif // MODE_LIGHTMAP\n" "#ifdef MODE_VERTEXCOLOR\n" -" color.rgb = diffusetex * (Color_Ambient + myhalf3(VertexColor.rgb) * Color_Diffuse);\n" +" color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);\n" "#endif // MODE_VERTEXCOLOR\n" "#ifdef MODE_FLATCOLOR\n" " color.rgb = diffusetex * Color_Ambient;\n" @@ -1311,13 +1319,13 @@ "\n" "#ifdef SHADING\n" "# ifdef USEDIFFUSE\n" -" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" +" myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" "# ifdef USESPECULAR\n" "# ifdef USEEXACTSPECULARMATH\n" -" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n" +" myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n" "# else\n" -" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVectorFogDepth.xyz)));\n" -" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n" +" myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n" +" myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n" "# endif\n" " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n" "# else\n" @@ -1334,40 +1342,40 @@ "\n" "#ifdef USEDEFERREDLIGHTMAP\n" " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n" -" color.rgb += diffusetex * myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n" -" color.rgb += glosstex.rgb * myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n" +" color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n" +" color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n" "#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" +"// myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord ));\n" +"// myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);\n" +" myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n" +" myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n" +" myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n" +" myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n" +" myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n" +" myhalf4 bouncegrid_coeff8 = cast_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" +" myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n" +" myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n" +"// bouncegrid_dirp = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);\n" +" myhalf3 bouncegrid_light = cast_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" +" color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n" "#endif\n" "#endif\n" "\n" "#ifdef USEGLOW\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -" color.rgb += mix(myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n" +" color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n" "#else\n" -" color.rgb += myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n" +" color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n" "#endif\n" "#endif\n" "\n" @@ -1378,7 +1386,7 @@ " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n" "#ifdef USEREFLECTION\n" " 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" +" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n" " #ifdef USENORMALMAPSCROLLBLEND\n" "# ifdef USEOFFSETMAPPING\n" @@ -1387,9 +1395,9 @@ " 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" +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n" " #else\n" -" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n" +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_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" @@ -1401,7 +1409,7 @@ " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" -" color.rgb = mix(color.rgb, myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n" +" color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n" "#endif\n" "\n" " dp_FragColor = vec4(color);\n" -- 2.39.2