X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=shader_glsl.h;h=5a4b224a2e88b31b1363444828ed5c824cb78317;hp=d51cd6726551a003daeeafffb89e271ed67fd03f;hb=4c6cb7882855468365644ac65b6eb86a3e82a812;hpb=48669036b4be979d997c27227942ed9c430277d5 diff --git a/shader_glsl.h b/shader_glsl.h index d51cd672..5a4b224a 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -37,7 +37,8 @@ "# endif\n", "#endif\n", "\n", -"#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)\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", @@ -246,6 +247,7 @@ "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", @@ -298,7 +300,15 @@ "\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", @@ -716,7 +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", @@ -747,6 +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", @@ -820,7 +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", @@ -1277,6 +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", @@ -1318,6 +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", @@ -1361,7 +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", @@ -1421,6 +1440,10 @@ "uniform sampler2D Texture_ReflectMask;\n", "uniform samplerCube Texture_ReflectCube;\n", "#endif\n", +"#ifdef MODE_LIGHTGRID\n", +"uniform sampler3D Texture_LightGrid;\n", +"uniform mat3 LightGridNormalMatrix;\n", +"#endif\n", "#ifdef USEBOUNCEGRID\n", "uniform sampler3D Texture_BounceGrid;\n", "uniform float BounceGridIntensity;\n", @@ -1534,6 +1557,34 @@ "\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",