1 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
2 "// written by Forest 'LordHavoc' Hale\n"
3 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
5 "// GL ES shaders use precision modifiers, standard GL does not\n"
13 "# ifdef VERTEX_SHADER\n"
14 "# define dp_varying out\n"
15 "# define dp_attribute in\n"
17 "# ifdef FRAGMENT_SHADER\n"
18 "out vec4 dp_FragColor;\n"
19 "# define dp_varying in\n"
20 "# define dp_attribute in\n"
22 "# define dp_offsetmapping_dFdx dFdx\n"
23 "# define dp_offsetmapping_dFdy dFdx\n"
24 "# define dp_textureGrad textureGrad\n"
25 "# define dp_texture2D texture\n"
26 "# define dp_texture3D texture\n"
27 "# define dp_textureCube texture\n"
29 "# ifdef FRAGMENT_SHADER\n"
30 "# define dp_FragColor gl_FragColor\n"
32 "# define dp_varying varying\n"
33 "# define dp_attribute attribute\n"
34 "# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)\n"
35 "# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)\n"
36 "# define dp_textureGrad(a,b,c,d) texture2D(a,b)\n"
37 "# define dp_texture2D texture2D\n"
38 "# define dp_texture3D texture3D\n"
39 "# define dp_textureCube textureCube\n"
42 "#ifdef VERTEX_SHADER\n"
43 "dp_attribute vec4 Attrib_Position; // vertex\n"
44 "dp_attribute vec4 Attrib_Color; // color\n"
45 "dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n"
46 "dp_attribute vec3 Attrib_TexCoord1; // svector\n"
47 "dp_attribute vec3 Attrib_TexCoord2; // tvector\n"
48 "dp_attribute vec3 Attrib_TexCoord3; // normal\n"
49 "dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n"
51 "dp_varying mediump vec4 VertexColor;\n"
53 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
56 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
57 "# define USELIGHTMAP\n"
59 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n"
60 "# define USEEYEVECTOR\n"
63 "#ifdef USESHADOWMAP2D\n"
64 "# ifdef GL_EXT_gpu_shader4\n"
65 "# extension GL_EXT_gpu_shader4 : enable\n"
67 "# ifdef GL_ARB_texture_gather\n"
68 "# extension GL_ARB_texture_gather : enable\n"
70 "# ifdef GL_AMD_texture_texture4\n"
71 "# extension GL_AMD_texture_texture4 : enable\n"
76 "//#ifdef USESHADOWSAMPLER\n"
77 "//# extension GL_ARB_shadow : enable\n"
80 "//#ifdef __GLSL_CG_DATA_TYPES\n"
81 "//# define myhalf half\n"
82 "//# define myhalf2 half2\n"
83 "//# define myhalf3 half3\n"
84 "//# define myhalf4 half4\n"
86 "# define myhalf mediump float\n"
87 "# define myhalf2 mediump vec2\n"
88 "# define myhalf3 mediump vec3\n"
89 "# define myhalf4 mediump vec4\n"
92 "#ifdef VERTEX_SHADER\n"
93 "uniform highp mat4 ModelViewProjectionMatrix;\n"
96 "#ifdef MODE_DEPTH_OR_SHADOW\n"
97 "#ifdef VERTEX_SHADER\n"
100 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
103 "#else // !MODE_DEPTH_ORSHADOW\n"
108 "#ifdef MODE_SHOWDEPTH\n"
109 "#ifdef VERTEX_SHADER\n"
112 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
113 " VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
117 "#ifdef FRAGMENT_SHADER\n"
120 " dp_FragColor = VertexColor;\n"
123 "#else // !MODE_SHOWDEPTH\n"
128 "#ifdef MODE_POSTPROCESS\n"
129 "dp_varying mediump vec2 TexCoord1;\n"
130 "dp_varying mediump vec2 TexCoord2;\n"
132 "#ifdef VERTEX_SHADER\n"
135 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
136 " TexCoord1 = Attrib_TexCoord0.xy;\n"
138 " TexCoord2 = Attrib_TexCoord4.xy;\n"
143 "#ifdef FRAGMENT_SHADER\n"
144 "uniform sampler2D Texture_First;\n"
146 "uniform sampler2D Texture_Second;\n"
147 "uniform mediump vec4 BloomColorSubtract;\n"
149 "#ifdef USEGAMMARAMPS\n"
150 "uniform sampler2D Texture_GammaRamps;\n"
152 "#ifdef USESATURATION\n"
153 "uniform mediump float Saturation;\n"
155 "#ifdef USEVIEWTINT\n"
156 "uniform mediump vec4 ViewTintColor;\n"
158 "//uncomment these if you want to use them:\n"
159 "uniform mediump vec4 UserVec1;\n"
160 "uniform mediump vec4 UserVec2;\n"
161 "// uniform mediump vec4 UserVec3;\n"
162 "// uniform mediump vec4 UserVec4;\n"
163 "// uniform highp float ClientTime;\n"
164 "uniform mediump vec2 PixelSize;\n"
167 " dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n"
169 " dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
171 "#ifdef USEVIEWTINT\n"
172 " dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n"
175 "#ifdef USEPOSTPROCESSING\n"
176 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
177 "// 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"
178 " float sobel = 1.0;\n"
179 " // vec2 ts = textureSize(Texture_First, 0);\n"
180 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
181 " vec2 px = PixelSize;\n"
182 " vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
183 " vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
184 " vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
185 " vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
186 " vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
187 " vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
188 " vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
189 " vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
190 " vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
191 " vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
192 " vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
193 " vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
194 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
195 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
196 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
197 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
198 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
199 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
200 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
201 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
202 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
203 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
204 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
205 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
206 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
207 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
208 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
209 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
210 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
211 " dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
212 " dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
213 " dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
216 "#ifdef USESATURATION\n"
217 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
218 " float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
219 " // 'vampire sight' effect, wheres red is compensated\n"
220 " #ifdef SATURATION_REDCOMPENSATE\n"
221 " float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n"
222 " dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
223 " dp_FragColor.r += rboost;\n"
225 " // normal desaturation\n"
226 " //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n"
227 " dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
231 "#ifdef USEGAMMARAMPS\n"
232 " dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
233 " dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
234 " dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
238 "#else // !MODE_POSTPROCESS\n"
243 "#ifdef MODE_GENERIC\n"
244 "#ifdef USEDIFFUSE\n"
245 "dp_varying mediump vec2 TexCoord1;\n"
247 "#ifdef USESPECULAR\n"
248 "dp_varying mediump vec2 TexCoord2;\n"
250 "#ifdef VERTEX_SHADER\n"
253 " VertexColor = Attrib_Color;\n"
254 "#ifdef USEDIFFUSE\n"
255 " TexCoord1 = Attrib_TexCoord0.xy;\n"
257 "#ifdef USESPECULAR\n"
258 " TexCoord2 = Attrib_TexCoord1.xy;\n"
260 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
264 "#ifdef FRAGMENT_SHADER\n"
265 "#ifdef USEDIFFUSE\n"
266 "uniform sampler2D Texture_First;\n"
268 "#ifdef USESPECULAR\n"
269 "uniform sampler2D Texture_Second;\n"
274 "#ifdef USEVIEWTINT\n"
275 " dp_FragColor = VertexColor;\n"
277 " dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
279 "#ifdef USEDIFFUSE\n"
280 " dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n"
283 "#ifdef USESPECULAR\n"
284 " vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n"
285 "# ifdef USECOLORMAPPING\n"
286 " dp_FragColor *= tex2;\n"
289 " dp_FragColor += tex2;\n"
291 "# ifdef USEVERTEXTEXTUREBLEND\n"
292 " dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n"
297 "#else // !MODE_GENERIC\n"
302 "#ifdef MODE_BLOOMBLUR\n"
303 "dp_varying mediump vec2 TexCoord;\n"
304 "#ifdef VERTEX_SHADER\n"
307 " VertexColor = Attrib_Color;\n"
308 " TexCoord = Attrib_TexCoord0.xy;\n"
309 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
313 "#ifdef FRAGMENT_SHADER\n"
314 "uniform sampler2D Texture_First;\n"
315 "uniform mediump vec4 BloomBlur_Parameters;\n"
320 " vec2 tc = TexCoord;\n"
321 " vec3 color = dp_texture2D(Texture_First, tc).rgb;\n"
322 " tc += BloomBlur_Parameters.xy;\n"
323 " for (i = 1;i < SAMPLES;i++)\n"
325 " color += dp_texture2D(Texture_First, tc).rgb;\n"
326 " tc += BloomBlur_Parameters.xy;\n"
328 " dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
331 "#else // !MODE_BLOOMBLUR\n"
332 "#ifdef MODE_REFRACTION\n"
333 "dp_varying mediump vec2 TexCoord;\n"
334 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
335 "uniform highp mat4 TexMatrix;\n"
336 "#ifdef VERTEX_SHADER\n"
340 " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
341 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
342 " ModelViewProjectionPosition = gl_Position;\n"
346 "#ifdef FRAGMENT_SHADER\n"
347 "uniform sampler2D Texture_Normal;\n"
348 "uniform sampler2D Texture_Refraction;\n"
349 "uniform sampler2D Texture_Reflection;\n"
351 "uniform mediump vec4 DistortScaleRefractReflect;\n"
352 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
353 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
354 "uniform mediump vec4 RefractColor;\n"
355 "uniform mediump vec4 ReflectColor;\n"
356 "uniform mediump float ReflectFactor;\n"
357 "uniform mediump float ReflectOffset;\n"
358 "uniform highp float ClientTime;\n"
359 "#ifdef USENORMALMAPSCROLLBLEND\n"
360 "uniform highp vec2 NormalmapScrollBlend;\n"
365 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
366 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
367 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
368 " #ifdef USENORMALMAPSCROLLBLEND\n"
369 " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
370 " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
371 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n"
373 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
375 " // FIXME temporary hack to detect the case that the reflection\n"
376 " // gets blackened at edges due to leaving the area that contains actual\n"
378 " // Remove this 'ack once we have a better way to stop this thing from\n"
380 " float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
381 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
382 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
383 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
384 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
385 " dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
388 "#else // !MODE_REFRACTION\n"
393 "#ifdef MODE_WATER\n"
394 "dp_varying mediump vec2 TexCoord;\n"
395 "dp_varying highp vec3 EyeVector;\n"
396 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
397 "#ifdef VERTEX_SHADER\n"
398 "uniform highp vec3 EyePosition;\n"
399 "uniform highp mat4 TexMatrix;\n"
403 " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
404 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
405 " EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
406 " EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
407 " EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
408 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
409 " ModelViewProjectionPosition = gl_Position;\n"
413 "#ifdef FRAGMENT_SHADER\n"
414 "uniform sampler2D Texture_Normal;\n"
415 "uniform sampler2D Texture_Refraction;\n"
416 "uniform sampler2D Texture_Reflection;\n"
418 "uniform mediump vec4 DistortScaleRefractReflect;\n"
419 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
420 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
421 "uniform mediump vec4 RefractColor;\n"
422 "uniform mediump vec4 ReflectColor;\n"
423 "uniform mediump float ReflectFactor;\n"
424 "uniform mediump float ReflectOffset;\n"
425 "uniform highp float ClientTime;\n"
426 "#ifdef USENORMALMAPSCROLLBLEND\n"
427 "uniform highp vec2 NormalmapScrollBlend;\n"
432 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
433 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
434 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
435 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
436 " // slight water animation via 2 layer scrolling (todo: tweak)\n"
437 " #ifdef USENORMALMAPSCROLLBLEND\n"
438 " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
439 " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
440 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
442 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
444 " // FIXME temporary hack to detect the case that the reflection\n"
445 " // gets blackened at edges due to leaving the area that contains actual\n"
447 " // Remove this 'ack once we have a better way to stop this thing from\n"
449 " float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
450 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
451 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
452 " f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
453 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
454 " f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
455 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
456 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
457 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
458 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
459 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
460 " dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
463 "#else // !MODE_WATER\n"
468 "// common definitions between vertex shader and fragment shader:\n"
470 "dp_varying mediump vec4 TexCoordSurfaceLightmap;\n"
471 "#ifdef USEVERTEXTEXTUREBLEND\n"
472 "dp_varying mediump vec2 TexCoord2;\n"
475 "#ifdef MODE_LIGHTSOURCE\n"
476 "dp_varying mediump vec3 CubeVector;\n"
479 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
480 "dp_varying mediump vec3 LightVector;\n"
483 "#ifdef USEEYEVECTOR\n"
484 "dp_varying highp vec4 EyeVectorFogDepth;\n"
487 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
488 "dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
489 "dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
490 "dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n"
493 "dp_varying highp vec3 EyeVectorModelSpace;\n"
497 "#ifdef USEREFLECTION\n"
498 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
500 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
501 "uniform highp vec3 LightPosition;\n"
502 "dp_varying highp vec4 ModelViewPosition;\n"
505 "#ifdef MODE_LIGHTSOURCE\n"
506 "uniform highp vec3 LightPosition;\n"
508 "uniform highp vec3 EyePosition;\n"
509 "#ifdef MODE_LIGHTDIRECTION\n"
510 "uniform highp vec3 LightDir;\n"
512 "uniform highp vec4 FogPlane;\n"
514 "#ifdef USESHADOWMAPORTHO\n"
515 "dp_varying highp vec3 ShadowMapTC;\n"
518 "#ifdef USEBOUNCEGRID\n"
519 "dp_varying highp vec3 BounceGridTexCoord;\n"
527 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
529 "// fragment shader specific:\n"
530 "#ifdef FRAGMENT_SHADER\n"
532 "uniform sampler2D Texture_Normal;\n"
533 "uniform sampler2D Texture_Color;\n"
534 "uniform sampler2D Texture_Gloss;\n"
536 "uniform sampler2D Texture_Glow;\n"
538 "#ifdef USEVERTEXTEXTUREBLEND\n"
539 "uniform sampler2D Texture_SecondaryNormal;\n"
540 "uniform sampler2D Texture_SecondaryColor;\n"
541 "uniform sampler2D Texture_SecondaryGloss;\n"
543 "uniform sampler2D Texture_SecondaryGlow;\n"
546 "#ifdef USECOLORMAPPING\n"
547 "uniform sampler2D Texture_Pants;\n"
548 "uniform sampler2D Texture_Shirt;\n"
551 "#ifdef USEFOGHEIGHTTEXTURE\n"
552 "uniform sampler2D Texture_FogHeightTexture;\n"
554 "uniform sampler2D Texture_FogMask;\n"
556 "#ifdef USELIGHTMAP\n"
557 "uniform sampler2D Texture_Lightmap;\n"
559 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
560 "uniform sampler2D Texture_Deluxemap;\n"
562 "#ifdef USEREFLECTION\n"
563 "uniform sampler2D Texture_Reflection;\n"
566 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
567 "uniform sampler2D Texture_ScreenDepth;\n"
568 "uniform sampler2D Texture_ScreenNormalMap;\n"
570 "#ifdef USEDEFERREDLIGHTMAP\n"
571 "uniform sampler2D Texture_ScreenDiffuse;\n"
572 "uniform sampler2D Texture_ScreenSpecular;\n"
575 "uniform mediump vec3 Color_Pants;\n"
576 "uniform mediump vec3 Color_Shirt;\n"
577 "uniform mediump vec3 FogColor;\n"
580 "uniform highp float FogRangeRecip;\n"
581 "uniform highp float FogPlaneViewDist;\n"
582 "uniform highp float FogHeightFade;\n"
583 "vec3 FogVertex(vec4 surfacecolor)\n"
585 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
586 " vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n"
588 " float FogPlaneVertexDist = EyeVectorFogDepth.w;\n"
590 " vec3 fc = FogColor;\n"
591 "#ifdef USEFOGALPHAHACK\n"
592 " fc *= surfacecolor.a;\n"
594 "#ifdef USEFOGHEIGHTTEXTURE\n"
595 " vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
596 " fogfrac = fogheightpixel.a;\n"
597 " return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
599 "# ifdef USEFOGOUTSIDE\n"
600 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
602 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
604 " return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
609 "#ifdef USEOFFSETMAPPING\n"
610 "uniform mediump vec3 OffsetMapping_ScaleSteps;\n"
611 "vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
614 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
615 " // 14 sample relief mapping: linear search and then binary search\n"
616 " // this basically steps forward a small amount repeatedly until it finds\n"
617 " // itself inside solid, then jitters forward and back using decreasing\n"
618 " // amounts to find the impact\n"
619 " //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_ScaleSteps.x) * vec2(-1, 1), -1);\n"
620 " //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * OffsetMapping_ScaleSteps.x * vec2(-1, 1), -1);\n"
621 " vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_ScaleSteps.x * vec2(-1, 1), -1);\n"
622 " vec3 RT = vec3(TexCoord, 1);\n"
623 " OffsetVector *= OffsetMapping_ScaleSteps.z;\n"
624 " for(i = 1.0; i < OffsetMapping_ScaleSteps.y; ++i)\n"
625 " RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
626 " RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) - 0.5);\n"
627 " RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.5 - 0.25);\n"
628 " RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.25 - 0.125);\n"
629 " RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.125 - 0.0625);\n"
630 " RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.0625 - 0.03125);\n"
633 " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
634 " //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_ScaleSteps.x) * vec2(-1, 1));\n"
635 " //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * OffsetMapping_ScaleSteps.x * vec2(-1, 1));\n"
636 " vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_ScaleSteps.x * vec2(-1, 1));\n"
637 " OffsetVector *= OffsetMapping_ScaleSteps.z;\n"
638 " for(i = 0.0; i < OffsetMapping_ScaleSteps.y; ++i)\n"
639 " TexCoord += OffsetVector * (1.0 - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
640 " return TexCoord;\n"
643 "#endif // USEOFFSETMAPPING\n"
645 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
646 "uniform sampler2D Texture_Attenuation;\n"
647 "uniform samplerCube Texture_Cube;\n"
650 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
652 "#ifdef USESHADOWMAP2D\n"
653 "# ifdef USESHADOWSAMPLER\n"
654 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
656 "uniform sampler2D Texture_ShadowMap2D;\n"
660 "#ifdef USESHADOWMAPVSDCT\n"
661 "uniform samplerCube Texture_CubeProjection;\n"
664 "#if defined(USESHADOWMAP2D)\n"
665 "uniform mediump vec2 ShadowMap_TextureScale;\n"
666 "uniform mediump vec4 ShadowMap_Parameters;\n"
669 "#if defined(USESHADOWMAP2D)\n"
670 "# ifdef USESHADOWMAPORTHO\n"
671 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
673 "# ifdef USESHADOWMAPVSDCT\n"
674 "vec3 GetShadowMapTC2D(vec3 dir)\n"
676 " vec3 adir = abs(dir);\n"
677 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
678 " vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n"
679 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
682 "vec3 GetShadowMapTC2D(vec3 dir)\n"
684 " vec3 adir = abs(dir);\n"
685 " float ma = adir.z;\n"
686 " vec4 proj = vec4(dir, 2.5);\n"
687 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
688 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
689 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
690 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
694 "#endif // defined(USESHADOWMAP2D)\n"
696 "# ifdef USESHADOWMAP2D\n"
697 "float ShadowMapCompare(vec3 dir)\n"
699 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
702 "# ifdef USESHADOWSAMPLER\n"
703 "# ifdef USESHADOWMAPPCF\n"
704 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
705 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
706 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
708 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
711 "# ifdef USESHADOWMAPPCF\n"
712 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
713 "# ifdef GL_ARB_texture_gather\n"
714 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
716 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
718 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
719 "# if USESHADOWMAPPCF > 1\n"
720 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
721 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
722 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
723 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
724 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
725 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
726 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
727 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
728 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
729 " vec4 locols = vec4(group1.ab, group3.ab);\n"
730 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
731 " locols.yz += group2.ab;\n"
732 " hicols.yz += group8.rg;\n"
733 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
734 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
735 " mix(locols, hicols, offset.y);\n"
736 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
737 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
738 " f = dot(cols, vec4(1.0/25.0));\n"
740 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
741 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
742 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
743 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
744 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
745 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
746 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
749 "# ifdef GL_EXT_gpu_shader4\n"
750 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
752 "# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
754 "# if USESHADOWMAPPCF > 1\n"
755 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
756 " center *= ShadowMap_TextureScale;\n"
757 " 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"
758 " 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"
759 " 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"
760 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
761 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
762 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
764 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
765 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
766 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
767 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
768 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
769 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
773 " f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
776 "# ifdef USESHADOWMAPORTHO\n"
777 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
783 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
784 "#endif // FRAGMENT_SHADER\n"
789 "#ifdef MODE_DEFERREDGEOMETRY\n"
790 "#ifdef VERTEX_SHADER\n"
791 "uniform highp mat4 TexMatrix;\n"
792 "#ifdef USEVERTEXTEXTUREBLEND\n"
793 "uniform highp mat4 BackgroundTexMatrix;\n"
795 "uniform highp mat4 ModelViewMatrix;\n"
798 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
799 "#ifdef USEVERTEXTEXTUREBLEND\n"
800 " VertexColor = Attrib_Color;\n"
801 " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
804 " // transform unnormalized eye direction into tangent space\n"
805 "#ifdef USEOFFSETMAPPING\n"
806 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
807 " EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
808 " EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
809 " EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
810 " EyeVectorFogDepth.w = 0.0;\n"
813 " VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n"
814 " VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n"
815 " VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n"
816 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
818 "#endif // VERTEX_SHADER\n"
820 "#ifdef FRAGMENT_SHADER\n"
823 "#ifdef USEOFFSETMAPPING\n"
824 " // apply offsetmapping\n"
825 " vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
826 " vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
827 " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
828 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
830 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
833 "#ifdef USEALPHAKILL\n"
834 " if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n"
838 "#ifdef USEVERTEXTEXTUREBLEND\n"
839 " float alpha = offsetMappedTexture2D(Texture_Color).a;\n"
840 " float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
841 " //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n"
842 " //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n"
845 "#ifdef USEVERTEXTEXTUREBLEND\n"
846 " vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
847 " float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n"
849 " vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n"
850 " float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
853 " dp_FragColor = vec4(normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
855 "#endif // FRAGMENT_SHADER\n"
856 "#else // !MODE_DEFERREDGEOMETRY\n"
861 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
862 "#ifdef VERTEX_SHADER\n"
863 "uniform highp mat4 ModelViewMatrix;\n"
866 " ModelViewPosition = ModelViewMatrix * Attrib_Position;\n"
867 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
869 "#endif // VERTEX_SHADER\n"
871 "#ifdef FRAGMENT_SHADER\n"
872 "uniform highp mat4 ViewToLight;\n"
873 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
874 "uniform highp vec2 ScreenToDepth;\n"
875 "uniform myhalf3 DeferredColor_Ambient;\n"
876 "uniform myhalf3 DeferredColor_Diffuse;\n"
877 "#ifdef USESPECULAR\n"
878 "uniform myhalf3 DeferredColor_Specular;\n"
879 "uniform myhalf SpecularPower;\n"
881 "uniform myhalf2 PixelToScreenTexCoord;\n"
884 " // calculate viewspace pixel position\n"
885 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
887 " position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
888 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
889 " // decode viewspace pixel normal\n"
890 " myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
891 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
892 " // surfacenormal = pixel normal in viewspace\n"
893 " // LightVector = pixel to light in viewspace\n"
894 " // CubeVector = position in lightspace\n"
895 " // eyevector = pixel to view in viewspace\n"
896 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
897 " myhalf fade = myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
898 "#ifdef USEDIFFUSE\n"
899 " // calculate diffuse shading\n"
900 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
901 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
903 "#ifdef USESPECULAR\n"
904 " // calculate directional shading\n"
905 " vec3 eyevector = position * -1.0;\n"
906 "# ifdef USEEXACTSPECULARMATH\n"
907 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
909 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
910 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
914 "#if defined(USESHADOWMAP2D)\n"
915 " fade *= ShadowMapCompare(CubeVector);\n"
918 "#ifdef USEDIFFUSE\n"
919 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
921 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
923 "#ifdef USESPECULAR\n"
924 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
926 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
929 "# ifdef USECUBEFILTER\n"
930 " vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
931 " gl_FragData[0].rgb *= cubecolor;\n"
932 " gl_FragData[1].rgb *= cubecolor;\n"
935 "#endif // FRAGMENT_SHADER\n"
936 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
941 "#ifdef VERTEX_SHADER\n"
942 "uniform highp mat4 TexMatrix;\n"
943 "#ifdef USEVERTEXTEXTUREBLEND\n"
944 "uniform highp mat4 BackgroundTexMatrix;\n"
946 "#ifdef MODE_LIGHTSOURCE\n"
947 "uniform highp mat4 ModelToLight;\n"
949 "#ifdef USESHADOWMAPORTHO\n"
950 "uniform highp mat4 ShadowMapMatrix;\n"
952 "#ifdef USEBOUNCEGRID\n"
953 "uniform highp mat4 BounceGridMatrix;\n"
957 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
958 " VertexColor = Attrib_Color;\n"
960 " // copy the surface texcoord\n"
961 "#ifdef USELIGHTMAP\n"
962 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n"
964 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
966 "#ifdef USEVERTEXTEXTUREBLEND\n"
967 " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
970 "#ifdef USEBOUNCEGRID\n"
971 " BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n"
974 "#ifdef MODE_LIGHTSOURCE\n"
975 " // transform vertex position into light attenuation/cubemap space\n"
976 " // (-1 to +1 across the light box)\n"
977 " CubeVector = vec3(ModelToLight * Attrib_Position);\n"
979 "# ifdef USEDIFFUSE\n"
980 " // transform unnormalized light direction into tangent space\n"
981 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
982 " // normalize it per pixel)\n"
983 " vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n"
984 " LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n"
985 " LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n"
986 " LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n"
990 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
991 " LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n"
992 " LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n"
993 " LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n"
996 " // transform unnormalized eye direction into tangent space\n"
997 "#ifdef USEEYEVECTOR\n"
998 " vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
999 " EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
1000 " EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
1001 " EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
1003 " EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n"
1005 " EyeVectorFogDepth.w = 0.0;\n"
1010 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
1012 " VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n"
1013 " VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n"
1014 " VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n"
1016 " VectorS = vec4(Attrib_TexCoord1, 0);\n"
1017 " VectorT = vec4(Attrib_TexCoord2, 0);\n"
1018 " VectorR = vec4(Attrib_TexCoord3, 0);\n"
1022 " EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
1026 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1027 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
1029 "#ifdef USESHADOWMAPORTHO\n"
1030 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1033 "#ifdef USEREFLECTION\n"
1034 " ModelViewProjectionPosition = gl_Position;\n"
1037 "#endif // VERTEX_SHADER\n"
1042 "#ifdef FRAGMENT_SHADER\n"
1043 "#ifdef USEDEFERREDLIGHTMAP\n"
1044 "uniform myhalf2 PixelToScreenTexCoord;\n"
1045 "uniform myhalf3 DeferredMod_Diffuse;\n"
1046 "uniform myhalf3 DeferredMod_Specular;\n"
1048 "uniform myhalf3 Color_Ambient;\n"
1049 "uniform myhalf3 Color_Diffuse;\n"
1050 "uniform myhalf3 Color_Specular;\n"
1051 "uniform myhalf SpecularPower;\n"
1053 "uniform myhalf3 Color_Glow;\n"
1055 "uniform myhalf Alpha;\n"
1056 "#ifdef USEREFLECTION\n"
1057 "uniform mediump vec4 DistortScaleRefractReflect;\n"
1058 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
1059 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
1060 "uniform mediump vec4 ReflectColor;\n"
1062 "#ifdef USEREFLECTCUBE\n"
1063 "uniform highp mat4 ModelToReflectCube;\n"
1064 "uniform sampler2D Texture_ReflectMask;\n"
1065 "uniform samplerCube Texture_ReflectCube;\n"
1067 "#ifdef MODE_LIGHTDIRECTION\n"
1068 "uniform myhalf3 LightColor;\n"
1070 "#ifdef MODE_LIGHTSOURCE\n"
1071 "uniform myhalf3 LightColor;\n"
1073 "#ifdef USEBOUNCEGRID\n"
1074 "uniform sampler3D Texture_BounceGrid;\n"
1075 "uniform float BounceGridIntensity;\n"
1077 "uniform highp float ClientTime;\n"
1078 "#ifdef USENORMALMAPSCROLLBLEND\n"
1079 "uniform highp vec2 NormalmapScrollBlend;\n"
1083 "#ifdef USEOFFSETMAPPING\n"
1084 " // apply offsetmapping\n"
1085 " vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
1086 " vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
1087 " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
1088 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
1089 "# define TexCoord TexCoordOffset\n"
1091 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
1092 "# define TexCoord TexCoordSurfaceLightmap.xy\n"
1095 " // combine the diffuse textures (base, pants, shirt)\n"
1096 " myhalf4 color = myhalf4(offsetMappedTexture2D(Texture_Color));\n"
1097 "#ifdef USEALPHAKILL\n"
1098 " if (color.a < 0.5)\n"
1101 " color.a *= Alpha;\n"
1102 "#ifdef USECOLORMAPPING\n"
1103 " color.rgb += myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n"
1105 "#ifdef USEVERTEXTEXTUREBLEND\n"
1106 "#ifdef USEBOTHALPHAS\n"
1107 " myhalf4 color2 = myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n"
1108 " myhalf terrainblend = clamp(myhalf(VertexColor.a) * color.a, myhalf(1.0 - color2.a), myhalf(1.0));\n"
1109 " color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n"
1111 " myhalf terrainblend = clamp(myhalf(VertexColor.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1112 " //myhalf terrainblend = min(myhalf(VertexColor.a) * color.a * 2.0, myhalf(1.0));\n"
1113 " //myhalf terrainblend = myhalf(VertexColor.a) * color.a > 0.5;\n"
1114 " color.rgb = mix(myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1117 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1120 " // get the surface normal\n"
1121 "#ifdef USEVERTEXTEXTUREBLEND\n"
1122 " myhalf3 surfacenormal = normalize(mix(myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1124 " myhalf3 surfacenormal = normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5, 0.5, 0.5));\n"
1127 " // get the material colors\n"
1128 " myhalf3 diffusetex = color.rgb;\n"
1129 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1130 "# ifdef USEVERTEXTEXTUREBLEND\n"
1131 " myhalf4 glosstex = mix(myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n"
1133 " myhalf4 glosstex = myhalf4(offsetMappedTexture2D(Texture_Gloss));\n"
1137 "#ifdef USEREFLECTCUBE\n"
1138 " vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n"
1139 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n"
1140 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1141 " diffusetex += myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1147 "#ifdef MODE_LIGHTSOURCE\n"
1148 " // light source\n"
1149 "#ifdef USEDIFFUSE\n"
1150 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1151 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1152 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1153 "#ifdef USESPECULAR\n"
1154 "#ifdef USEEXACTSPECULARMATH\n"
1155 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1157 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
1158 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1160 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1163 " color.rgb = diffusetex * Color_Ambient;\n"
1165 " color.rgb *= LightColor;\n"
1166 " color.rgb *= myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1167 "#if defined(USESHADOWMAP2D)\n"
1168 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1170 "# ifdef USECUBEFILTER\n"
1171 " color.rgb *= myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n"
1173 "#endif // MODE_LIGHTSOURCE\n"
1178 "#ifdef MODE_LIGHTDIRECTION\n"
1180 "#ifdef USEDIFFUSE\n"
1181 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1183 "#define lightcolor LightColor\n"
1184 "#endif // MODE_LIGHTDIRECTION\n"
1185 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1187 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1188 " myhalf3 lightnormal_modelspace = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1189 " myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1190 " // convert modelspace light vector to tangentspace\n"
1191 " myhalf3 lightnormal;\n"
1192 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1193 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1194 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1195 " lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
1196 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1197 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1198 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1199 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1200 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1201 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1202 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1203 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1204 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1205 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1206 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1207 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1209 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1210 " myhalf3 lightnormal = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1211 " myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1217 "#ifdef MODE_FAKELIGHT\n"
1219 "myhalf3 lightnormal = myhalf3(normalize(EyeVectorFogDepth.xyz));\n"
1220 "myhalf3 lightcolor = myhalf3(1.0);\n"
1221 "#endif // MODE_FAKELIGHT\n"
1226 "#ifdef MODE_LIGHTMAP\n"
1227 " color.rgb = diffusetex * (Color_Ambient + myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n"
1228 "#endif // MODE_LIGHTMAP\n"
1229 "#ifdef MODE_VERTEXCOLOR\n"
1230 " color.rgb = diffusetex * (Color_Ambient + myhalf3(VertexColor.rgb) * Color_Diffuse);\n"
1231 "#endif // MODE_VERTEXCOLOR\n"
1232 "#ifdef MODE_FLATCOLOR\n"
1233 " color.rgb = diffusetex * Color_Ambient;\n"
1234 "#endif // MODE_FLATCOLOR\n"
1240 "# ifdef USEDIFFUSE\n"
1241 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1242 "# ifdef USESPECULAR\n"
1243 "# ifdef USEEXACTSPECULARMATH\n"
1244 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1246 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
1247 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1249 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1251 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1254 " color.rgb = diffusetex * Color_Ambient;\n"
1258 "#ifdef USESHADOWMAPORTHO\n"
1259 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1262 "#ifdef USEDEFERREDLIGHTMAP\n"
1263 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1264 " color.rgb += diffusetex * myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1265 " color.rgb += glosstex.rgb * myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1268 "#ifdef USEBOUNCEGRID\n"
1269 "#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
1270 " myhalf4 bouncegrid_coeff1 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n"
1271 " myhalf4 bouncegrid_coeff2 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.25))) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n"
1272 " myhalf4 bouncegrid_coeff3 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.50))) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n"
1273 " // bouncegrid_coeff4 is the bentnormal (average light direction), if that is useful for anything (can be used for specular)\n"
1274 "// myhalf4 bouncegrid_coeff4 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.75))) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n"
1275 " myhalf4 bouncegrid_dir = myhalf4((surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz), 1.0);\n"
1276 " myhalf3 bouncegrid_light = myhalf3(dot(bouncegrid_coeff1, bouncegrid_dir), dot(bouncegrid_coeff2, bouncegrid_dir), dot(bouncegrid_coeff3, bouncegrid_dir));\n"
1277 " color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n"
1279 " color.rgb += diffusetex * myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n"
1284 "#ifdef USEVERTEXTEXTUREBLEND\n"
1285 " color.rgb += mix(myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n"
1287 " color.rgb += myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n"
1292 " color.rgb = FogVertex(color);\n"
1295 " // 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"
1296 "#ifdef USEREFLECTION\n"
1297 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1298 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1299 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1300 " #ifdef USENORMALMAPSCROLLBLEND\n"
1301 " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
1302 " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
1303 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n"
1305 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1307 " // FIXME temporary hack to detect the case that the reflection\n"
1308 " // gets blackened at edges due to leaving the area that contains actual\n"
1310 " // Remove this 'ack once we have a better way to stop this thing from\n"
1312 " float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1313 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1314 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1315 " f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1316 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1317 " color.rgb = mix(color.rgb, myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1320 " dp_FragColor = vec4(color);\n"
1322 "#endif // FRAGMENT_SHADER\n"
1324 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1325 "#endif // !MODE_DEFERREDGEOMETRY\n"
1326 "#endif // !MODE_WATER\n"
1327 "#endif // !MODE_REFRACTION\n"
1328 "#endif // !MODE_BLOOMBLUR\n"
1329 "#endif // !MODE_GENERIC\n"
1330 "#endif // !MODE_POSTPROCESS\n"
1331 "#endif // !MODE_SHOWDEPTH\n"
1332 "#endif // !MODE_DEPTH_OR_SHADOW\n"