X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=shader_glsl.h;h=5a4b224a2e88b31b1363444828ed5c824cb78317;hp=756118d4f57624a6e61611363ffad88aa1d8359d;hb=8fa52830c6ce238f3c06f1443e27ba250357af7b;hpb=445a1ceeb50d479a4799df83e6d653e9a4470b95 diff --git a/shader_glsl.h b/shader_glsl.h index 756118d4..5a4b224a 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -1,7 +1,26 @@ "// 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", +"#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", +"\n", +"#ifdef USESHADOWMAP2D\n", +"# ifdef GL_EXT_gpu_shader4\n", +"# extension GL_EXT_gpu_shader4 : enable\n", +"# endif\n", +"# ifdef GL_ARB_texture_gather\n", +"# extension GL_ARB_texture_gather : enable\n", +"# else\n", +"# ifdef GL_AMD_texture_texture4\n", +"# extension GL_AMD_texture_texture4 : enable\n", +"# endif\n", +"# endif\n", +"#endif\n", +"\n", "#ifdef USECELSHADING\n", "# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));\n", "# ifdef USEEXACTSPECULARMATH\n", @@ -18,6 +37,10 @@ "# 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", @@ -68,11 +91,6 @@ "#endif\n", "\n", "#ifdef VERTEX_SHADER\n", -"#ifdef USESKELETAL\n", -"#ifdef GL_ARB_uniform_buffer_object\n", -"#extension GL_ARB_uniform_buffer_object : enable\n", -"#endif\n", -"#endif\n", "dp_attribute vec4 Attrib_Position; // vertex\n", "dp_attribute vec4 Attrib_Color; // color\n", "dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n", @@ -102,23 +120,10 @@ "#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", -"#ifdef USESHADOWMAP2D\n", -"# ifdef GL_EXT_gpu_shader4\n", -"# extension GL_EXT_gpu_shader4 : enable\n", -"# endif\n", -"# ifdef GL_ARB_texture_gather\n", -"# extension GL_ARB_texture_gather : enable\n", -"# else\n", -"# ifdef GL_AMD_texture_texture4\n", -"# extension GL_AMD_texture_texture4 : enable\n", -"# endif\n", -"# endif\n", -"#endif\n", -"\n", "//#ifdef __GLSL_CG_DATA_TYPES\n", "//# define myhalf half\n", "//# define myhalf2 half2\n", @@ -145,7 +150,7 @@ "\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", @@ -242,21 +247,77 @@ "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", -"#ifdef USEBLOOM\n", -" dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n", "#endif\n", -"#ifdef USEVIEWTINT\n", -" dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\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", @@ -294,6 +355,15 @@ " 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", +"#endif\n", +"\n", +"#ifdef USEVIEWTINT\n", +" dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n", +"#endif\n", "\n", "#ifdef USESATURATION\n", " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n", @@ -656,7 +726,7 @@ "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", @@ -687,6 +757,9 @@ "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", @@ -760,7 +833,7 @@ "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", @@ -858,13 +931,13 @@ "#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", @@ -900,15 +973,15 @@ "# 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", @@ -916,7 +989,7 @@ " 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", @@ -924,7 +997,7 @@ " 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", @@ -933,7 +1006,7 @@ " 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", @@ -943,7 +1016,7 @@ " 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", @@ -951,9 +1024,9 @@ "# 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", @@ -987,11 +1060,11 @@ "# 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", @@ -999,7 +1072,7 @@ " 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", @@ -1008,7 +1081,7 @@ "# 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", @@ -1217,6 +1290,9 @@ "#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", @@ -1258,6 +1334,9 @@ " 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", @@ -1301,7 +1380,7 @@ "#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", @@ -1361,11 +1440,9 @@ "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", @@ -1376,6 +1453,12 @@ "#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", @@ -1462,7 +1545,6 @@ "#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", @@ -1475,12 +1557,40 @@ "\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", @@ -1520,11 +1630,6 @@ " 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", @@ -1681,6 +1786,9 @@ " 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",