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"
12 "#if __VERSION__ >= 130\n"
13 "# ifdef VERTEX_SHADER\n"
14 "# define varying out\n"
15 "# define attribute in\n"
17 "# ifdef FRAGMENT_SHADER\n"
18 "out vec4 dp_FragColor;\n"
19 "# define gl_FragColor dp_FragColor\n"
20 "# define varying in\n"
21 "# define attribute in\n"
23 "# define texture1D texture\n"
24 "# define texture2D texture\n"
25 "# define texture3D texture\n"
26 "# define textureCube texture\n"
29 "#ifdef VERTEX_SHADER\n"
30 "attribute vec4 Attrib_Position; // vertex\n"
31 "attribute vec4 Attrib_Color; // color\n"
32 "attribute vec4 Attrib_TexCoord0; // material texcoords\n"
33 "attribute vec3 Attrib_TexCoord1; // svector\n"
34 "attribute vec3 Attrib_TexCoord2; // tvector\n"
35 "attribute vec3 Attrib_TexCoord3; // normal\n"
36 "attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n"
38 "varying lowp vec4 VertexColor;\n"
40 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
43 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
44 "#define USELIGHTMAP\n"
46 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
47 "#define USEEYEVECTOR\n"
50 "#ifdef USESHADOWMAP2D\n"
51 "# ifdef GL_EXT_gpu_shader4\n"
52 "# extension GL_EXT_gpu_shader4 : enable\n"
54 "# ifdef GL_ARB_texture_gather\n"
55 "# extension GL_ARB_texture_gather : enable\n"
57 "# ifdef GL_AMD_texture_texture4\n"
58 "# extension GL_AMD_texture_texture4 : enable\n"
63 "//#ifdef USESHADOWSAMPLER\n"
64 "//# extension GL_ARB_shadow : enable\n"
67 "//#ifdef __GLSL_CG_DATA_TYPES\n"
68 "//# define myhalf half\n"
69 "//# define myhalf2 half2\n"
70 "//# define myhalf3 half3\n"
71 "//# define myhalf4 half4\n"
73 "# define myhalf mediump float\n"
74 "# define myhalf2 mediump vec2\n"
75 "# define myhalf3 mediump vec3\n"
76 "# define myhalf4 mediump vec4\n"
79 "#ifdef VERTEX_SHADER\n"
80 "uniform highp mat4 ModelViewProjectionMatrix;\n"
83 "#ifdef MODE_DEPTH_OR_SHADOW\n"
84 "#ifdef VERTEX_SHADER\n"
87 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
90 "#else // !MODE_DEPTH_ORSHADOW\n"
95 "#ifdef MODE_SHOWDEPTH\n"
96 "#ifdef VERTEX_SHADER\n"
99 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
100 " VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
104 "#ifdef FRAGMENT_SHADER\n"
107 " gl_FragColor = VertexColor;\n"
110 "#else // !MODE_SHOWDEPTH\n"
115 "#ifdef MODE_POSTPROCESS\n"
116 "varying mediump vec2 TexCoord1;\n"
117 "varying mediump vec2 TexCoord2;\n"
119 "#ifdef VERTEX_SHADER\n"
122 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
123 " TexCoord1 = Attrib_TexCoord0.xy;\n"
125 " TexCoord2 = Attrib_TexCoord4.xy;\n"
130 "#ifdef FRAGMENT_SHADER\n"
131 "uniform sampler2D Texture_First;\n"
133 "uniform sampler2D Texture_Second;\n"
134 "uniform lowp vec4 BloomColorSubtract;\n"
136 "#ifdef USEGAMMARAMPS\n"
137 "uniform sampler2D Texture_GammaRamps;\n"
139 "#ifdef USESATURATION\n"
140 "uniform lowp float Saturation;\n"
142 "#ifdef USEVIEWTINT\n"
143 "uniform lowp vec4 ViewTintColor;\n"
145 "//uncomment these if you want to use them:\n"
146 "uniform mediump vec4 UserVec1;\n"
147 "uniform mediump vec4 UserVec2;\n"
148 "// uniform mediump vec4 UserVec3;\n"
149 "// uniform mediump vec4 UserVec4;\n"
150 "// uniform highp float ClientTime;\n"
151 "uniform mediump vec2 PixelSize;\n"
154 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
156 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
158 "#ifdef USEVIEWTINT\n"
159 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
162 "#ifdef USEPOSTPROCESSING\n"
163 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
164 "// 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"
165 " float sobel = 1.0;\n"
166 " // vec2 ts = textureSize(Texture_First, 0);\n"
167 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
168 " vec2 px = PixelSize;\n"
169 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
170 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
171 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
172 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
173 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
174 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
175 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
176 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
177 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
178 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
179 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
180 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
181 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
182 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
183 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
184 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
185 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
186 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
187 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
188 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
189 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
190 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
191 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
192 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
193 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
194 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
195 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
196 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
197 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
198 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
199 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
200 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
203 "#ifdef USESATURATION\n"
204 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
205 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
206 " // 'vampire sight' effect, wheres red is compensated\n"
207 " #ifdef SATURATION_REDCOMPENSATE\n"
208 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
209 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
210 " gl_FragColor.r += rboost;\n"
212 " // normal desaturation\n"
213 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
214 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
218 "#ifdef USEGAMMARAMPS\n"
219 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
220 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
221 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
225 "#else // !MODE_POSTPROCESS\n"
230 "#ifdef MODE_GENERIC\n"
231 "#ifdef USEDIFFUSE\n"
232 "varying mediump vec2 TexCoord1;\n"
234 "#ifdef USESPECULAR\n"
235 "varying mediump vec2 TexCoord2;\n"
237 "#ifdef VERTEX_SHADER\n"
240 " VertexColor = Attrib_Color;\n"
241 "#ifdef USEDIFFUSE\n"
242 " TexCoord1 = Attrib_TexCoord0.xy;\n"
244 "#ifdef USESPECULAR\n"
245 " TexCoord2 = Attrib_TexCoord1.xy;\n"
247 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
251 "#ifdef FRAGMENT_SHADER\n"
252 "#ifdef USEDIFFUSE\n"
253 "uniform sampler2D Texture_First;\n"
255 "#ifdef USESPECULAR\n"
256 "uniform sampler2D Texture_Second;\n"
261 "#ifdef USEVIEWTINT\n"
262 " gl_FragColor = VertexColor;\n"
264 " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
266 "#ifdef USEDIFFUSE\n"
267 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
270 "#ifdef USESPECULAR\n"
271 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
272 "# ifdef USECOLORMAPPING\n"
273 " gl_FragColor *= tex2;\n"
276 " gl_FragColor += tex2;\n"
278 "# ifdef USEVERTEXTEXTUREBLEND\n"
279 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
284 "#else // !MODE_GENERIC\n"
289 "#ifdef MODE_BLOOMBLUR\n"
290 "varying mediump vec2 TexCoord;\n"
291 "#ifdef VERTEX_SHADER\n"
294 " VertexColor = Attrib_Color;\n"
295 " TexCoord = Attrib_TexCoord0.xy;\n"
296 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
300 "#ifdef FRAGMENT_SHADER\n"
301 "uniform sampler2D Texture_First;\n"
302 "uniform mediump vec4 BloomBlur_Parameters;\n"
307 " vec2 tc = TexCoord;\n"
308 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
309 " tc += BloomBlur_Parameters.xy;\n"
310 " for (i = 1;i < SAMPLES;i++)\n"
312 " color += texture2D(Texture_First, tc).rgb;\n"
313 " tc += BloomBlur_Parameters.xy;\n"
315 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
318 "#else // !MODE_BLOOMBLUR\n"
319 "#ifdef MODE_REFRACTION\n"
320 "varying mediump vec2 TexCoord;\n"
321 "varying highp vec4 ModelViewProjectionPosition;\n"
322 "uniform highp mat4 TexMatrix;\n"
323 "#ifdef VERTEX_SHADER\n"
327 " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
328 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
329 " ModelViewProjectionPosition = gl_Position;\n"
333 "#ifdef FRAGMENT_SHADER\n"
334 "uniform sampler2D Texture_Normal;\n"
335 "uniform sampler2D Texture_Refraction;\n"
336 "uniform sampler2D Texture_Reflection;\n"
338 "uniform mediump vec4 DistortScaleRefractReflect;\n"
339 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
340 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
341 "uniform lowp vec4 RefractColor;\n"
342 "uniform lowp vec4 ReflectColor;\n"
343 "uniform mediump float ReflectFactor;\n"
344 "uniform mediump float ReflectOffset;\n"
348 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
349 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
350 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
351 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
352 " // FIXME temporary hack to detect the case that the reflection\n"
353 " // gets blackened at edges due to leaving the area that contains actual\n"
355 " // Remove this 'ack once we have a better way to stop this thing from\n"
357 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
358 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
359 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
360 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
361 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
362 " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
365 "#else // !MODE_REFRACTION\n"
370 "#ifdef MODE_WATER\n"
371 "varying mediump vec2 TexCoord;\n"
372 "varying highp vec3 EyeVector;\n"
373 "varying highp vec4 ModelViewProjectionPosition;\n"
374 "#ifdef VERTEX_SHADER\n"
375 "uniform highp vec3 EyePosition;\n"
376 "uniform highp mat4 TexMatrix;\n"
380 " TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
381 " vec3 EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
382 " EyeVector.x = dot(EyeVectorModelSpace, Attrib_TexCoord1.xyz);\n"
383 " EyeVector.y = dot(EyeVectorModelSpace, Attrib_TexCoord2.xyz);\n"
384 " EyeVector.z = dot(EyeVectorModelSpace, Attrib_TexCoord3.xyz);\n"
385 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
386 " ModelViewProjectionPosition = gl_Position;\n"
390 "#ifdef FRAGMENT_SHADER\n"
391 "uniform sampler2D Texture_Normal;\n"
392 "uniform sampler2D Texture_Refraction;\n"
393 "uniform sampler2D Texture_Reflection;\n"
395 "uniform mediump vec4 DistortScaleRefractReflect;\n"
396 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
397 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
398 "uniform lowp vec4 RefractColor;\n"
399 "uniform lowp vec4 ReflectColor;\n"
400 "uniform mediump float ReflectFactor;\n"
401 "uniform mediump float ReflectOffset;\n"
402 "uniform highp float ClientTime;\n"
403 "#ifdef USENORMALMAPSCROLLBLEND\n"
404 "uniform highp vec2 NormalmapScrollBlend;\n"
409 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
410 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
411 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
412 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
413 " // slight water animation via 2 layer scrolling (todo: tweak)\n"
414 " #ifdef USENORMALMAPSCROLLBLEND\n"
415 " vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
416 " normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
417 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
419 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
421 " // FIXME temporary hack to detect the case that the reflection\n"
422 " // gets blackened at edges due to leaving the area that contains actual\n"
424 " // Remove this 'ack once we have a better way to stop this thing from\n"
426 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
427 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
428 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
429 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
430 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
431 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
432 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
433 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
434 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
435 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
436 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
437 " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
440 "#else // !MODE_WATER\n"
445 "// common definitions between vertex shader and fragment shader:\n"
447 "varying mediump vec4 TexCoordSurfaceLightmap;\n"
448 "#ifdef USEVERTEXTEXTUREBLEND\n"
449 "varying mediump vec2 TexCoord2;\n"
452 "#ifdef MODE_LIGHTSOURCE\n"
453 "varying mediump vec3 CubeVector;\n"
456 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
457 "varying mediump vec3 LightVector;\n"
460 "#ifdef USEEYEVECTOR\n"
461 "varying highp vec3 EyeVector;\n"
464 "varying highp vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
467 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
468 "varying lowp vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
469 "varying lowp vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
470 "varying lowp vec3 VectorR; // direction of R texcoord (surface normal)\n"
473 "#ifdef USEREFLECTION\n"
474 "varying highp vec4 ModelViewProjectionPosition;\n"
476 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
477 "uniform highp vec3 LightPosition;\n"
478 "varying highp vec4 ModelViewPosition;\n"
481 "#ifdef MODE_LIGHTSOURCE\n"
482 "uniform highp vec3 LightPosition;\n"
484 "uniform highp vec3 EyePosition;\n"
485 "#ifdef MODE_LIGHTDIRECTION\n"
486 "uniform highp vec3 LightDir;\n"
488 "uniform highp vec4 FogPlane;\n"
490 "#ifdef USESHADOWMAPORTHO\n"
491 "varying mediump vec3 ShadowMapTC;\n"
494 "#ifdef USEBOUNCEGRID\n"
495 "varying mediump vec3 BounceGridTexCoord;\n"
503 "// 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"
505 "// fragment shader specific:\n"
506 "#ifdef FRAGMENT_SHADER\n"
508 "uniform sampler2D Texture_Normal;\n"
509 "uniform sampler2D Texture_Color;\n"
510 "uniform sampler2D Texture_Gloss;\n"
512 "uniform sampler2D Texture_Glow;\n"
514 "#ifdef USEVERTEXTEXTUREBLEND\n"
515 "uniform sampler2D Texture_SecondaryNormal;\n"
516 "uniform sampler2D Texture_SecondaryColor;\n"
517 "uniform sampler2D Texture_SecondaryGloss;\n"
519 "uniform sampler2D Texture_SecondaryGlow;\n"
522 "#ifdef USECOLORMAPPING\n"
523 "uniform sampler2D Texture_Pants;\n"
524 "uniform sampler2D Texture_Shirt;\n"
527 "#ifdef USEFOGHEIGHTTEXTURE\n"
528 "uniform sampler2D Texture_FogHeightTexture;\n"
530 "uniform sampler2D Texture_FogMask;\n"
532 "#ifdef USELIGHTMAP\n"
533 "uniform sampler2D Texture_Lightmap;\n"
535 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
536 "uniform sampler2D Texture_Deluxemap;\n"
538 "#ifdef USEREFLECTION\n"
539 "uniform sampler2D Texture_Reflection;\n"
542 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
543 "uniform sampler2D Texture_ScreenDepth;\n"
544 "uniform sampler2D Texture_ScreenNormalMap;\n"
546 "#ifdef USEDEFERREDLIGHTMAP\n"
547 "uniform sampler2D Texture_ScreenDiffuse;\n"
548 "uniform sampler2D Texture_ScreenSpecular;\n"
551 "uniform lowp vec3 Color_Pants;\n"
552 "uniform lowp vec3 Color_Shirt;\n"
553 "uniform lowp vec3 FogColor;\n"
556 "uniform highp float FogRangeRecip;\n"
557 "uniform highp float FogPlaneViewDist;\n"
558 "uniform highp float FogHeightFade;\n"
559 "vec3 FogVertex(vec4 surfacecolor)\n"
561 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
562 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
564 " vec3 fc = FogColor;\n"
565 "#ifdef USEFOGALPHAHACK\n"
566 " fc *= surfacecolor.a;\n"
568 "#ifdef USEFOGHEIGHTTEXTURE\n"
569 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
570 " fogfrac = fogheightpixel.a;\n"
571 " return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
573 "# ifdef USEFOGOUTSIDE\n"
574 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
576 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
578 " return mix(fc, surfacecolor.rgb, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
583 "#ifdef USEOFFSETMAPPING\n"
584 "uniform mediump float OffsetMapping_Scale;\n"
585 "vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
587 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
588 " // 14 sample relief mapping: linear search and then binary search\n"
589 " // this basically steps forward a small amount repeatedly until it finds\n"
590 " // itself inside solid, then jitters forward and back using decreasing\n"
591 " // amounts to find the impact\n"
592 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
593 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
594 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
595 " vec3 RT = vec3(TexCoord, 1);\n"
596 " OffsetVector *= 0.1;\n"
597 " RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
598 " RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
599 " RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
600 " RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
601 " RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
602 " RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
603 " RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
604 " RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
605 " RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
606 " RT += OffsetVector * (step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) - 0.5);\n"
607 " RT += OffsetVector * (step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.5 - 0.25);\n"
608 " RT += OffsetVector * (step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.25 - 0.125);\n"
609 " RT += OffsetVector * (step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.125 - 0.0625);\n"
610 " RT += OffsetVector * (step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.0625 - 0.03125);\n"
613 " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
614 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
615 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
616 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
617 " OffsetVector *= 0.5;\n"
618 " TexCoord += OffsetVector * (1.0 - textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
619 " TexCoord += OffsetVector * (1.0 - textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
620 " return TexCoord;\n"
623 "#endif // USEOFFSETMAPPING\n"
625 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
626 "uniform sampler2D Texture_Attenuation;\n"
627 "uniform samplerCube Texture_Cube;\n"
630 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
632 "#ifdef USESHADOWMAP2D\n"
633 "# ifdef USESHADOWSAMPLER\n"
634 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
636 "uniform sampler2D Texture_ShadowMap2D;\n"
640 "#ifdef USESHADOWMAPVSDCT\n"
641 "uniform samplerCube Texture_CubeProjection;\n"
644 "#if defined(USESHADOWMAP2D)\n"
645 "uniform mediump vec2 ShadowMap_TextureScale;\n"
646 "uniform mediump vec4 ShadowMap_Parameters;\n"
649 "#if defined(USESHADOWMAP2D)\n"
650 "# ifdef USESHADOWMAPORTHO\n"
651 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
653 "# ifdef USESHADOWMAPVSDCT\n"
654 "vec3 GetShadowMapTC2D(vec3 dir)\n"
656 " vec3 adir = abs(dir);\n"
657 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
658 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
659 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
662 "vec3 GetShadowMapTC2D(vec3 dir)\n"
664 " vec3 adir = abs(dir);\n"
665 " float ma = adir.z;\n"
666 " vec4 proj = vec4(dir, 2.5);\n"
667 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
668 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
669 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
670 " 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"
674 "#endif // defined(USESHADOWMAP2D)\n"
676 "# ifdef USESHADOWMAP2D\n"
677 "float ShadowMapCompare(vec3 dir)\n"
679 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
682 "# ifdef USESHADOWSAMPLER\n"
683 "# ifdef USESHADOWMAPPCF\n"
684 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
685 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
686 " 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"
688 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
691 "# ifdef USESHADOWMAPPCF\n"
692 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
693 "# ifdef GL_ARB_texture_gather\n"
694 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
696 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
698 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
699 "# if USESHADOWMAPPCF > 1\n"
700 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
701 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
702 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
703 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
704 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
705 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
706 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
707 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
708 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
709 " vec4 locols = vec4(group1.ab, group3.ab);\n"
710 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
711 " locols.yz += group2.ab;\n"
712 " hicols.yz += group8.rg;\n"
713 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
714 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
715 " mix(locols, hicols, offset.y);\n"
716 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
717 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
718 " f = dot(cols, vec4(1.0/25.0));\n"
720 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
721 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
722 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
723 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
724 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
725 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
726 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
729 "# ifdef GL_EXT_gpu_shader4\n"
730 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
732 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
734 "# if USESHADOWMAPPCF > 1\n"
735 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
736 " center *= ShadowMap_TextureScale;\n"
737 " 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"
738 " 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"
739 " 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"
740 " 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"
741 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
742 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
744 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
745 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
746 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
747 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
748 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
749 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
753 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
756 "# ifdef USESHADOWMAPORTHO\n"
757 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
763 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
764 "#endif // FRAGMENT_SHADER\n"
769 "#ifdef MODE_DEFERREDGEOMETRY\n"
770 "#ifdef VERTEX_SHADER\n"
771 "uniform highp mat4 TexMatrix;\n"
772 "#ifdef USEVERTEXTEXTUREBLEND\n"
773 "uniform highp mat4 BackgroundTexMatrix;\n"
775 "uniform highp mat4 ModelViewMatrix;\n"
778 " TexCoordSurfaceLightmap.xy = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
779 "#ifdef USEVERTEXTEXTUREBLEND\n"
780 " VertexColor = Attrib_Color;\n"
781 " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
784 " // transform unnormalized eye direction into tangent space\n"
785 "#ifdef USEOFFSETMAPPING\n"
786 " vec3 EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
787 " EyeVector.x = dot(EyeVectorModelSpace, Attrib_TexCoord1.xyz);\n"
788 " EyeVector.y = dot(EyeVectorModelSpace, Attrib_TexCoord2.xyz);\n"
789 " EyeVector.z = dot(EyeVectorModelSpace, Attrib_TexCoord3.xyz);\n"
792 " VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)).xyz;\n"
793 " VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)).xyz;\n"
794 " VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)).xyz;\n"
795 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
797 "#endif // VERTEX_SHADER\n"
799 "#ifdef FRAGMENT_SHADER\n"
802 "#ifdef USEOFFSETMAPPING\n"
803 " // apply offsetmapping\n"
804 " vec2 dPdx = dFdx(TexCoordSurfaceLightmap.xy);\n"
805 " vec2 dPdy = dFdy(TexCoordSurfaceLightmap.xy);\n"
806 " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
807 "# define offsetMappedTexture2D(t) textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
809 "# define offsetMappedTexture2D(t) texture2D(t, TexCoordSurfaceLightmap.xy)\n"
812 "#ifdef USEALPHAKILL\n"
813 " if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n"
817 "#ifdef USEVERTEXTEXTUREBLEND\n"
818 " float alpha = offsetMappedTexture2D(Texture_Color).a;\n"
819 " float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
820 " //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n"
821 " //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n"
824 "#ifdef USEVERTEXTEXTUREBLEND\n"
825 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
826 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n"
828 " vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n"
829 " float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
832 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
834 "#endif // FRAGMENT_SHADER\n"
835 "#else // !MODE_DEFERREDGEOMETRY\n"
840 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
841 "#ifdef VERTEX_SHADER\n"
842 "uniform highp mat4 ModelViewMatrix;\n"
845 " ModelViewPosition = ModelViewMatrix * Attrib_Position;\n"
846 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
848 "#endif // VERTEX_SHADER\n"
850 "#ifdef FRAGMENT_SHADER\n"
851 "uniform highp mat4 ViewToLight;\n"
852 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
853 "uniform highp vec2 ScreenToDepth;\n"
854 "uniform myhalf3 DeferredColor_Ambient;\n"
855 "uniform myhalf3 DeferredColor_Diffuse;\n"
856 "#ifdef USESPECULAR\n"
857 "uniform myhalf3 DeferredColor_Specular;\n"
858 "uniform myhalf SpecularPower;\n"
860 "uniform myhalf2 PixelToScreenTexCoord;\n"
863 " // calculate viewspace pixel position\n"
864 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
866 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
867 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
868 " // decode viewspace pixel normal\n"
869 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
870 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
871 " // surfacenormal = pixel normal in viewspace\n"
872 " // LightVector = pixel to light in viewspace\n"
873 " // CubeVector = position in lightspace\n"
874 " // eyevector = pixel to view in viewspace\n"
875 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
876 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
877 "#ifdef USEDIFFUSE\n"
878 " // calculate diffuse shading\n"
879 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
880 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
882 "#ifdef USESPECULAR\n"
883 " // calculate directional shading\n"
884 " vec3 eyevector = position * -1.0;\n"
885 "# ifdef USEEXACTSPECULARMATH\n"
886 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
888 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
889 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
893 "#if defined(USESHADOWMAP2D)\n"
894 " fade *= ShadowMapCompare(CubeVector);\n"
897 "#ifdef USEDIFFUSE\n"
898 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
900 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
902 "#ifdef USESPECULAR\n"
903 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
905 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
908 "# ifdef USECUBEFILTER\n"
909 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
910 " gl_FragData[0].rgb *= cubecolor;\n"
911 " gl_FragData[1].rgb *= cubecolor;\n"
914 "#endif // FRAGMENT_SHADER\n"
915 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
920 "#ifdef VERTEX_SHADER\n"
921 "uniform highp mat4 TexMatrix;\n"
922 "#ifdef USEVERTEXTEXTUREBLEND\n"
923 "uniform highp mat4 BackgroundTexMatrix;\n"
925 "#ifdef MODE_LIGHTSOURCE\n"
926 "uniform highp mat4 ModelToLight;\n"
928 "#ifdef USESHADOWMAPORTHO\n"
929 "uniform highp mat4 ShadowMapMatrix;\n"
931 "#ifdef USEBOUNCEGRID\n"
932 "uniform highp mat4 BounceGridMatrix;\n"
936 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
937 " VertexColor = Attrib_Color;\n"
939 " // copy the surface texcoord\n"
940 "#ifdef USELIGHTMAP\n"
941 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n"
943 " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
945 "#ifdef USEVERTEXTEXTUREBLEND\n"
946 " TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
949 "#ifdef USEBOUNCEGRID\n"
950 " BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n"
953 "#ifdef MODE_LIGHTSOURCE\n"
954 " // transform vertex position into light attenuation/cubemap space\n"
955 " // (-1 to +1 across the light box)\n"
956 " CubeVector = vec3(ModelToLight * Attrib_Position);\n"
958 "# ifdef USEDIFFUSE\n"
959 " // transform unnormalized light direction into tangent space\n"
960 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
961 " // normalize it per pixel)\n"
962 " vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n"
963 " LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n"
964 " LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n"
965 " LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n"
969 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
970 " LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n"
971 " LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n"
972 " LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n"
975 " // transform unnormalized eye direction into tangent space\n"
976 "#ifdef USEEYEVECTOR\n"
977 " vec3 EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
978 " EyeVector.x = dot(EyeVectorModelSpace, Attrib_TexCoord1.xyz);\n"
979 " EyeVector.y = dot(EyeVectorModelSpace, Attrib_TexCoord2.xyz);\n"
980 " EyeVector.z = dot(EyeVectorModelSpace, Attrib_TexCoord3.xyz);\n"
984 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - Attrib_Position.xyz;\n"
985 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, Attrib_Position);\n"
988 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
989 " VectorS = Attrib_TexCoord1.xyz;\n"
990 " VectorT = Attrib_TexCoord2.xyz;\n"
991 " VectorR = Attrib_TexCoord3.xyz;\n"
994 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
995 " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
997 "#ifdef USESHADOWMAPORTHO\n"
998 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1001 "#ifdef USEREFLECTION\n"
1002 " ModelViewProjectionPosition = gl_Position;\n"
1005 "#endif // VERTEX_SHADER\n"
1010 "#ifdef FRAGMENT_SHADER\n"
1011 "#ifdef USEDEFERREDLIGHTMAP\n"
1012 "uniform myhalf2 PixelToScreenTexCoord;\n"
1013 "uniform myhalf3 DeferredMod_Diffuse;\n"
1014 "uniform myhalf3 DeferredMod_Specular;\n"
1016 "uniform myhalf3 Color_Ambient;\n"
1017 "uniform myhalf3 Color_Diffuse;\n"
1018 "uniform myhalf3 Color_Specular;\n"
1019 "uniform myhalf SpecularPower;\n"
1021 "uniform myhalf3 Color_Glow;\n"
1023 "uniform myhalf Alpha;\n"
1024 "#ifdef USEREFLECTION\n"
1025 "uniform mediump vec4 DistortScaleRefractReflect;\n"
1026 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
1027 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
1028 "uniform lowp vec4 ReflectColor;\n"
1030 "#ifdef USEREFLECTCUBE\n"
1031 "uniform highp mat4 ModelToReflectCube;\n"
1032 "uniform sampler2D Texture_ReflectMask;\n"
1033 "uniform samplerCube Texture_ReflectCube;\n"
1035 "#ifdef MODE_LIGHTDIRECTION\n"
1036 "uniform myhalf3 LightColor;\n"
1038 "#ifdef MODE_LIGHTSOURCE\n"
1039 "uniform myhalf3 LightColor;\n"
1041 "#ifdef USEBOUNCEGRID\n"
1042 "uniform sampler3D Texture_BounceGrid;\n"
1043 "uniform float BounceGridIntensity;\n"
1047 "#ifdef USEOFFSETMAPPING\n"
1048 " // apply offsetmapping\n"
1049 " vec2 dPdx = dFdx(TexCoordSurfaceLightmap.xy);\n"
1050 " vec2 dPdy = dFdy(TexCoordSurfaceLightmap.xy);\n"
1051 " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
1052 "# define offsetMappedTexture2D(t) textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
1054 "# define offsetMappedTexture2D(t) texture2D(t, TexCoordSurfaceLightmap.xy)\n"
1057 " // combine the diffuse textures (base, pants, shirt)\n"
1058 " myhalf4 color = myhalf4(offsetMappedTexture2D(Texture_Color));\n"
1059 "#ifdef USEALPHAKILL\n"
1060 " if (color.a < 0.5)\n"
1063 " color.a *= Alpha;\n"
1064 "#ifdef USECOLORMAPPING\n"
1065 " color.rgb += myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n"
1067 "#ifdef USEVERTEXTEXTUREBLEND\n"
1068 " myhalf terrainblend = clamp(myhalf(VertexColor.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1069 " //myhalf terrainblend = min(myhalf(VertexColor.a) * color.a * 2.0, myhalf(1.0));\n"
1070 " //myhalf terrainblend = myhalf(VertexColor.a) * color.a > 0.5;\n"
1071 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1073 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1076 " // get the surface normal\n"
1077 "#ifdef USEVERTEXTEXTUREBLEND\n"
1078 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1080 " myhalf3 surfacenormal = normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5, 0.5, 0.5));\n"
1083 " // get the material colors\n"
1084 " myhalf3 diffusetex = color.rgb;\n"
1085 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1086 "# ifdef USEVERTEXTEXTUREBLEND\n"
1087 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n"
1089 " myhalf4 glosstex = myhalf4(offsetMappedTexture2D(Texture_Gloss));\n"
1093 "#ifdef USEREFLECTCUBE\n"
1094 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1095 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1096 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1097 " diffusetex += myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1103 "#ifdef MODE_LIGHTSOURCE\n"
1104 " // light source\n"
1105 "#ifdef USEDIFFUSE\n"
1106 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1107 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1108 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1109 "#ifdef USESPECULAR\n"
1110 "#ifdef USEEXACTSPECULARMATH\n"
1111 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1113 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1114 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1116 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1119 " color.rgb = diffusetex * Color_Ambient;\n"
1121 " color.rgb *= LightColor;\n"
1122 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1123 "#if defined(USESHADOWMAP2D)\n"
1124 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1126 "# ifdef USECUBEFILTER\n"
1127 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1129 "#endif // MODE_LIGHTSOURCE\n"
1134 "#ifdef MODE_LIGHTDIRECTION\n"
1136 "#ifdef USEDIFFUSE\n"
1137 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1139 "#define lightcolor LightColor\n"
1140 "#endif // MODE_LIGHTDIRECTION\n"
1141 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1143 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1144 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1145 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1146 " // convert modelspace light vector to tangentspace\n"
1147 " myhalf3 lightnormal;\n"
1148 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1149 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1150 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1151 " lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
1152 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1153 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1154 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1155 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1156 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1157 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1158 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1159 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1160 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1161 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1162 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1163 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1165 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1166 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1167 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1173 "#ifdef MODE_FAKELIGHT\n"
1175 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1176 "myhalf3 lightcolor = myhalf3(1.0);\n"
1177 "#endif // MODE_FAKELIGHT\n"
1182 "#ifdef MODE_LIGHTMAP\n"
1183 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n"
1184 "#endif // MODE_LIGHTMAP\n"
1185 "#ifdef MODE_VERTEXCOLOR\n"
1186 " color.rgb = diffusetex * (Color_Ambient + myhalf3(VertexColor.rgb) * Color_Diffuse);\n"
1187 "#endif // MODE_VERTEXCOLOR\n"
1188 "#ifdef MODE_FLATCOLOR\n"
1189 " color.rgb = diffusetex * Color_Ambient;\n"
1190 "#endif // MODE_FLATCOLOR\n"
1196 "# ifdef USEDIFFUSE\n"
1197 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1198 "# ifdef USESPECULAR\n"
1199 "# ifdef USEEXACTSPECULARMATH\n"
1200 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1202 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1203 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1205 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1207 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1210 " color.rgb = diffusetex * Color_Ambient;\n"
1214 "#ifdef USESHADOWMAPORTHO\n"
1215 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1218 "#ifdef USEDEFERREDLIGHTMAP\n"
1219 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1220 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1221 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1224 "#ifdef USEBOUNCEGRID\n"
1225 " color.rgb += diffusetex * myhalf3(texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n"
1229 "#ifdef USEVERTEXTEXTUREBLEND\n"
1230 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n"
1232 " color.rgb += myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n"
1237 " color.rgb = FogVertex(color);\n"
1240 " // 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"
1241 "#ifdef USEREFLECTION\n"
1242 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1243 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1244 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1245 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1246 " // FIXME temporary hack to detect the case that the reflection\n"
1247 " // gets blackened at edges due to leaving the area that contains actual\n"
1249 " // Remove this 'ack once we have a better way to stop this thing from\n"
1251 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1252 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1253 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1254 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1255 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1256 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1259 " gl_FragColor = vec4(color);\n"
1261 "#endif // FRAGMENT_SHADER\n"
1263 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1264 "#endif // !MODE_DEFERREDGEOMETRY\n"
1265 "#endif // !MODE_WATER\n"
1266 "#endif // !MODE_REFRACTION\n"
1267 "#endif // !MODE_BLOOMBLUR\n"
1268 "#endif // !MODE_GENERIC\n"
1269 "#endif // !MODE_POSTPROCESS\n"
1270 "#endif // !MODE_SHOWDEPTH\n"
1271 "#endif // !MODE_DEPTH_OR_SHADOW\n"