]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - shader_glsl.h
qdefs: Define separate FLOAT_ and DOUBLE_ versions of lossless format and true for...
[xonotic/darkplaces.git] / shader_glsl.h
index b8a441b0a4c3b5fd96761ff80c69d2a316ad1d87..5a4b224a2e88b31b1363444828ed5c824cb78317 100644 (file)
@@ -1,8 +1,8 @@
 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n",
-"// written by Forest 'LordHavoc' Hale\n",
+"// written by Ashley Rose Hale (LadyHavoc)\n",
 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n",
 "\n",
-"#ifdef USESKELETAL\n",
+"#if defined(USESKELETAL) || defined(USEOCCLUDE)\n",
 "#  ifdef GL_ARB_uniform_buffer_object\n",
 "#    extension GL_ARB_uniform_buffer_object : enable\n",
 "#  endif\n",
 "# endif\n",
 "#endif\n",
 "\n",
+"#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)\n",
+"\n",
+"invariant gl_Position; // fix for lighting polygons not matching base surface\n",
+"# endif\n",
 "#if defined(GLSL130) || defined(GLSL140)\n",
 "precision highp float;\n",
 "# ifdef VERTEX_SHADER\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) || defined(USEFOG)\n",
+"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(USEFOG)\n",
 "# define USEEYEVECTOR\n",
 "#endif\n",
 "\n",
 "\n",
 "#ifdef VERTEX_SHADER\n",
 "#ifdef USETRIPPY\n",
-"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n",
+"// LadyHavoc: 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",
 "uniform mediump vec4 UserVec2;\n",
 "// uniform mediump vec4 UserVec3;\n",
 "// uniform mediump vec4 UserVec4;\n",
+"uniform mediump float ColorFringe;\n",
 "// uniform highp float ClientTime;\n",
 "uniform mediump vec2 PixelSize;\n",
+"\n",
+"#ifdef USEFXAA\n",
+"// graphitemaster: based off the white paper by Timothy Lottes\n",
+"// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf\n",
+"vec4 fxaa(vec4 inColor, float maxspan)\n",
+"{\n",
+"      vec4 ret = inColor; // preserve old\n",
+"      float mulreduct = 1.0/maxspan;\n",
+"      float minreduct = (1.0 / 128.0);\n",
+"\n",
+"      // directions\n",
+"      vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;\n",
+"      vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;\n",
+"      vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;\n",
+"      vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;\n",
+"      vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;\n",
+"\n",
+"      // luminance directions\n",
+"      vec3 luma = vec3(0.299, 0.587, 0.114);\n",
+"      float lNW = dot(NW, luma);\n",
+"      float lNE = dot(NE, luma);\n",
+"      float lSW = dot(SW, luma);\n",
+"      float lSE = dot(SE, luma);\n",
+"      float lM = dot(M, luma);\n",
+"      float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));\n",
+"      float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));\n",
+"\n",
+"      // direction and reciprocal\n",
+"      vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));\n",
+"      float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));\n",
+"\n",
+"      // span\n",
+"      dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;\n",
+"\n",
+"      vec3 rA = (1.0/2.0) * (\n",
+"              dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +\n",
+"              dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);\n",
+"      vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (\n",
+"              dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +\n",
+"              dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);\n",
+"      float lB = dot(rB, luma);\n",
+"\n",
+"      ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;\n",
+"      ret.a = 1.0;\n",
+"      return ret;\n",
+"}\n",
+"#endif\n",
+"\n",
 "void main(void)\n",
 "{\n",
+"#ifdef USECOLORFRINGE\n",
+"      float fringe = ColorFringe;//.0033f;\n",
+"      float amount = distance(TexCoord1, vec2(.5f,.5f));\n",
+"      vec2 offset = vec2(amount*fringe,amount*fringe);\n",
+"      dp_FragColor.xy = dp_texture2D(Texture_First, TexCoord1-offset).xy;\n",
+"      dp_FragColor.z = dp_texture2D(Texture_First, TexCoord1+offset).z;\n",
+"#else\n",
 "      dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n",
+"#endif\n",
+"\n",
+"#ifdef USEFXAA\n",
+"      dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span\n",
+"#endif\n",
 "\n",
 "#ifdef USEPOSTPROCESSING\n",
 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n",
 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n",
+"#if defined(USERVEC1) || defined(USERVEC2)\n",
 "      float sobel = 1.0;\n",
 "      // vec2 ts = textureSize(Texture_First, 0);\n",
 "      // vec2 px = vec2(1/ts.x, 1/ts.y);\n",
 "      dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n",
 "      dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n",
 "#endif\n",
+"#endif\n",
 "\n",
 "#ifdef USEBLOOM\n",
 "      dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
 "dp_varying highp vec4 EyeVectorFogDepth;\n",
 "#endif\n",
 "\n",
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) || defined(MODE_LIGHTGRID)\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",
 "dp_varying highp vec3 ShadowMapTC;\n",
 "#endif\n",
 "\n",
+"#ifdef MODE_LIGHTGRID\n",
+"dp_varying highp vec3 LightGridTC;\n",
+"#endif\n",
 "#ifdef USEBOUNCEGRID\n",
 "dp_varying highp vec3 BounceGridTexCoord;\n",
 "#endif\n",
 "uniform highp float FogHeightFade;\n",
 "vec3 FogVertex(vec4 surfacecolor)\n",
 "{\n",
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) || defined(MODE_LIGHTGRID)\n",
 "      vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n",
 "#endif\n",
 "      float FogPlaneVertexDist = EyeVectorFogDepth.w;\n",
 "#endif\n",
 "\n",
 "#if defined(USESHADOWMAP2D)\n",
-"uniform mediump vec2 ShadowMap_TextureScale;\n",
+"uniform mediump vec4 ShadowMap_TextureScale;\n",
 "uniform mediump vec4 ShadowMap_Parameters;\n",
 "#endif\n",
 "\n",
 "#if defined(USESHADOWMAP2D)\n",
 "# ifdef USESHADOWMAPORTHO\n",
-"#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n",
+"#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))\n",
 "# else\n",
 "#  ifdef USESHADOWMAPVSDCT\n",
 "vec3 GetShadowMapTC2D(vec3 dir)\n",
 "# ifdef USESHADOWMAP2D\n",
 "float ShadowMapCompare(vec3 dir)\n",
 "{\n",
-"      vec3 shadowmaptc = GetShadowMapTC2D(dir);\n",
+"      vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);\n",
 "      float f;\n",
 "\n",
 "#  ifdef USEDEPTHRGB\n",
 "#   ifdef USESHADOWMAPPCF\n",
-"#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale))\n",
+"#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))\n",
 "#    if USESHADOWMAPPCF > 1\n",
 "      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n",
-"      center *= ShadowMap_TextureScale;\n",
+"      center *= ShadowMap_TextureScale.xy;\n",
 "      vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n",
 "      vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n",
 "      vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n",
 "      vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n",
 "      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n",
 "#    else\n",
-"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n",
+"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);\n",
 "      vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n",
 "      vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n",
 "      vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n",
 "      f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n",
 "#    endif\n",
 "#   else\n",
-"      f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale)));\n",
+"      f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));\n",
 "#   endif\n",
 "#  else\n",
 "#   ifdef USESHADOWSAMPLER\n",
 "      vec2 offset = fract(shadowmaptc.xy - 0.5);\n",
 "   vec4 size = vec4(offset + 1.0, 2.0 - offset);\n",
 "#       if USESHADOWMAPPCF > 1\n",
-"   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale;\n",
+"   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;\n",
 "   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n",
 "      f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +\n",
 "              (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +\n",
 "      f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));\n",
 "#       endif        \n",
 "#     else\n",
-"      f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n",
+"      f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));\n",
 "#     endif\n",
 "#   else\n",
 "#     ifdef USESHADOWMAPPCF\n",
 "#       ifdef GL_ARB_texture_gather\n",
 "#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n",
 "#       else\n",
-"#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n",
+"#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)\n",
 "#       endif\n",
-"      vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n",
+"      vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;\n",
 "#       if USESHADOWMAPPCF > 1\n",
 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n",
 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n",
 "#       ifdef GL_EXT_gpu_shader4\n",
 "#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n",
 "#       else\n",
-"#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n",
+"#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  \n",
 "#       endif\n",
 "#       if USESHADOWMAPPCF > 1\n",
 "      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n",
-"      center *= ShadowMap_TextureScale;\n",
+"      center *= ShadowMap_TextureScale.xy;\n",
 "      vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n",
 "      vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n",
 "      vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n",
 "      vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n",
 "      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n",
 "#       else\n",
-"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n",
+"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);\n",
 "      vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n",
 "      vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n",
 "      vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n",
 "#       endif\n",
 "#      endif\n",
 "#     else\n",
-"      f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n",
+"      f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);\n",
 "#     endif\n",
 "#   endif\n",
 "#  endif\n",
 "#ifdef USESHADOWMAPORTHO\n",
 "uniform highp mat4 ShadowMapMatrix;\n",
 "#endif\n",
+"#ifdef MODE_LIGHTGRID\n",
+"uniform highp mat4 LightGridMatrix;\n",
+"#endif\n",
 "#ifdef USEBOUNCEGRID\n",
 "uniform highp mat4 BounceGridMatrix;\n",
 "#endif\n",
 "      TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n",
 "#endif\n",
 "\n",
+"#ifdef MODE_LIGHTGRID\n",
+"      LightGridTC = vec3(LightGridMatrix * Attrib_Position);\n",
+"#endif\n",
 "#ifdef USEBOUNCEGRID\n",
 "      BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n",
 "#ifdef USEBOUNCEGRIDDIRECTIONAL\n",
 "#endif\n",
 "\n",
 "\n",
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) || defined(MODE_LIGHTGRID)\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",
 "uniform sampler2D Texture_ReflectMask;\n",
 "uniform samplerCube Texture_ReflectCube;\n",
 "#endif\n",
-"#ifdef MODE_LIGHTDIRECTION\n",
-"uniform myhalf3 LightColor;\n",
-"#endif\n",
-"#ifdef MODE_LIGHTSOURCE\n",
-"uniform myhalf3 LightColor;\n",
+"#ifdef MODE_LIGHTGRID\n",
+"uniform sampler3D Texture_LightGrid;\n",
+"uniform mat3 LightGridNormalMatrix;\n",
 "#endif\n",
 "#ifdef USEBOUNCEGRID\n",
 "uniform sampler3D Texture_BounceGrid;\n",
 "#ifdef USENORMALMAPSCROLLBLEND\n",
 "uniform highp vec2 NormalmapScrollBlend;\n",
 "#endif\n",
+"#ifdef USEOCCLUDE\n",
+"uniform occludeQuery {\n",
+"    uint visiblepixels;\n",
+"    uint allpixels;\n",
+"};\n",
+"#endif\n",
 "void main(void)\n",
 "{\n",
 "#ifdef USEOFFSETMAPPING\n",
 "#else\n",
 "      color.rgb = diffusetex * Color_Ambient;\n",
 "#endif\n",
-"      color.rgb *= LightColor;\n",
 "      color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n",
 "#if defined(USESHADOWMAP2D)\n",
 "      color.rgb *= ShadowMapCompare(CubeVector);\n",
 "\n",
 "\n",
 "\n",
+"#ifdef MODE_LIGHTGRID\n",
+"      // clamp the LightGrid TC Z coordinate to the first of the 3 layers, to\n",
+"      // prevent repeat-artifacts for lightgrids smaller than the visible scene\n",
+"      // (which is often the case - the lightgrid bounds is defined by the level\n",
+"      // designer and usually matches the playable area, not the scenery around\n",
+"      // it), we can rely on GL_CLAMP_TO_EDGE for this in all other directions.\n",
+"      vec3 LGTC = vec3(LightGridTC.xy, min(LightGridTC.z, 0.333333));\n",
+"      myhalf3 ambientcolor = cast_myhalf3(dp_texture2D(Texture_LightGrid, LGTC));\n",
+"      myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_LightGrid, LGTC + vec3(0, 0, 0.333333)));\n",
+"      myhalf3 lightnormal_worldspace = cast_myhalf3(dp_texture2D(Texture_LightGrid, LGTC + vec3(0, 0, 0.6666667))) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n",
+"      myhalf3 lightnormal_modelspace = cast_myhalf3(lightnormal_worldspace * LightGridNormalMatrix);\n",
+"      // convert modelspace light vector to tangentspace\n",
+"      myhalf3 lightnormal;\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",
+"      // now we have the light parameters, so do the shading...\n",
+"SHADEDIFFUSE\n",
+"      color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * (ambientcolor + diffuse * lightcolor));\n",
+"#ifdef USESPECULAR\n",
+"SHADESPECULAR(SpecularPower * glosstex.a)\n",
+"      color.rgb += glosstex.rgb * (specular * Color_Specular * lightcolor);\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"\n",
+"\n",
 "#ifdef MODE_LIGHTDIRECTION\n",
 "      #define SHADING\n",
 "      #ifdef USEDIFFUSE\n",
 "              myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n",
 "      #endif\n",
-"      #define lightcolor LightColor\n",
+"      #define lightcolor 1\n",
 "#endif // MODE_LIGHTDIRECTION\n",
 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
 "   #define SHADING\n",
 "              myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n",
 "   #endif\n",
 "#endif\n",
-"#ifdef MODE_FAKELIGHT\n",
-"      #define SHADING\n",
-"      myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n",
-"      myhalf3 lightcolor = cast_myhalf3(1.0);\n",
-"#endif // MODE_FAKELIGHT\n",
 "\n",
 "\n",
 "\n",
 "      ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n",
 "      color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n",
 "#endif\n",
+"#ifdef USEOCCLUDE\n",
+"   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);\n",
+"#endif\n",
 "\n",
 "      dp_FragColor = vec4(color);\n",
 "}\n",