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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"
4 "\n"
5 "#ifdef GLSL130\n"
6 "precision highp float;\n"
7 "# ifdef VERTEX_SHADER\n"
8 "#  define dp_varying out\n"
9 "#  define dp_attribute in\n"
10 "# endif\n"
11 "# ifdef FRAGMENT_SHADER\n"
12 "out vec4 dp_FragColor;\n"
13 "#  define dp_varying in\n"
14 "#  define dp_attribute in\n"
15 "# endif\n"
16 "# define dp_offsetmapping_dFdx dFdx\n"
17 "# define dp_offsetmapping_dFdy dFdy\n"
18 "# define dp_textureGrad textureGrad\n"
19 "# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))\n"
20 "# define dp_texture2D texture\n"
21 "# define dp_texture3D texture\n"
22 "# define dp_textureCube texture\n"
23 "# define dp_shadow2D(a,b) float(texture(a,b))\n"
24 "#else\n"
25 "# ifdef FRAGMENT_SHADER\n"
26 "#  define dp_FragColor gl_FragColor\n"
27 "# endif\n"
28 "# define dp_varying varying\n"
29 "# define dp_attribute attribute\n"
30 "# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)\n"
31 "# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)\n"
32 "# define dp_textureGrad(a,b,c,d) texture2D(a,b)\n"
33 "# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))\n"
34 "# define dp_texture2D texture2D\n"
35 "# define dp_texture3D texture3D\n"
36 "# define dp_textureCube textureCube\n"
37 "# define dp_shadow2D(a,b) float(shadow2D(a,b))\n"
38 "#endif\n"
39 "\n"
40 "// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n"
41 "// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n"
42 "#ifndef GL_ES\n"
43 "#define lowp\n"
44 "#define mediump\n"
45 "#define highp\n"
46 "#endif\n"
47 "\n"
48 "#ifdef USEDEPTHRGB\n"
49 "       // for 565 RGB we'd need to use different multipliers\n"
50 "#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))\n"
51 "#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))\n"
52 "#endif\n"
53 "\n"
54 "#ifdef VERTEX_SHADER\n"
55 "dp_attribute vec4 Attrib_Position;  // vertex\n"
56 "dp_attribute vec4 Attrib_Color;     // color\n"
57 "dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n"
58 "dp_attribute vec3 Attrib_TexCoord1; // svector\n"
59 "dp_attribute vec3 Attrib_TexCoord2; // tvector\n"
60 "dp_attribute vec3 Attrib_TexCoord3; // normal\n"
61 "dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n"
62 "#endif\n"
63 "dp_varying mediump vec4 VertexColor;\n"
64 "\n"
65 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
66 "# define USEFOG\n"
67 "#endif\n"
68 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n"
69 "# define USELIGHTMAP\n"
70 "#endif\n"
71 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n"
72 "# define USEEYEVECTOR\n"
73 "#endif\n"
74 "\n"
75 "#ifdef USESHADOWMAP2D\n"
76 "# ifdef GL_EXT_gpu_shader4\n"
77 "#   extension GL_EXT_gpu_shader4 : enable\n"
78 "# endif\n"
79 "# ifdef GL_ARB_texture_gather\n"
80 "#   extension GL_ARB_texture_gather : enable\n"
81 "# else\n"
82 "#   ifdef GL_AMD_texture_texture4\n"
83 "#     extension GL_AMD_texture_texture4 : enable\n"
84 "#   endif\n"
85 "# endif\n"
86 "#endif\n"
87 "\n"
88 "//#ifdef USESHADOWSAMPLER\n"
89 "//# extension GL_ARB_shadow : enable\n"
90 "//#endif\n"
91 "\n"
92 "//#ifdef __GLSL_CG_DATA_TYPES\n"
93 "//# define myhalf half\n"
94 "//# define myhalf2 half2\n"
95 "//# define myhalf3 half3\n"
96 "//# define myhalf4 half4\n"
97 "//# define cast_myhalf half\n"
98 "//# define cast_myhalf2 half2\n"
99 "//# define cast_myhalf3 half3\n"
100 "//# define cast_myhalf4 half4\n"
101 "//#else\n"
102 "# define myhalf mediump float\n"
103 "# define myhalf2 mediump vec2\n"
104 "# define myhalf3 mediump vec3\n"
105 "# define myhalf4 mediump vec4\n"
106 "# define cast_myhalf float\n"
107 "# define cast_myhalf2 vec2\n"
108 "# define cast_myhalf3 vec3\n"
109 "# define cast_myhalf4 vec4\n"
110 "//#endif\n"
111 "\n"
112 "#ifdef VERTEX_SHADER\n"
113 "uniform highp mat4 ModelViewProjectionMatrix;\n"
114 "#endif\n"
115 "\n"
116 "#ifdef VERTEX_SHADER\n"
117 "#ifdef USETRIPPY\n"
118 "// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n"
119 "// tweaked scale\n"
120 "uniform highp float ClientTime;\n"
121 "vec4 TrippyVertex(vec4 position)\n"
122 "{\n"
123 "       float worldTime = ClientTime;\n"
124 "       // tweaked for Quake\n"
125 "       worldTime *= 10.0;\n"
126 "       position *= 0.125;\n"
127 "       //~tweaked for Quake\n"
128 "       float distanceSquared = (position.x * position.x + position.z * position.z);\n"
129 "       position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n"
130 "       float y = position.y;\n"
131 "       float x = position.x;\n"
132 "       float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n"
133 "       position.y = x*sin(om)+y*cos(om);\n"
134 "       position.x = x*cos(om)-y*sin(om);\n"
135 "       return position;\n"
136 "}\n"
137 "#endif\n"
138 "#endif\n"
139 "\n"
140 "#ifdef MODE_DEPTH_OR_SHADOW\n"
141 "dp_varying highp float Depth;\n"
142 "#ifdef VERTEX_SHADER\n"
143 "void main(void)\n"
144 "{\n"
145 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
146 "#ifdef USETRIPPY\n"
147 "       gl_Position = TrippyVertex(gl_Position);\n"
148 "#endif\n"
149 "       Depth = gl_Position.z;\n"
150 "}\n"
151 "#endif\n"
152 "\n"
153 "#ifdef FRAGMENT_SHADER\n"
154 "void main(void)\n"
155 "{\n"
156 "#ifdef USEDEPTHRGB\n"
157 "       dp_FragColor = encodedepthmacro(Depth);\n"
158 "#else\n"
159 "       dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n"
160 "#endif\n"
161 "}\n"
162 "#endif\n"
163 "#else // !MODE_DEPTH_ORSHADOW\n"
164 "\n"
165 "\n"
166 "\n"
167 "\n"
168 "#ifdef MODE_SHOWDEPTH\n"
169 "#ifdef VERTEX_SHADER\n"
170 "void main(void)\n"
171 "{\n"
172 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
173 "       VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
174 "#ifdef USETRIPPY\n"
175 "       gl_Position = TrippyVertex(gl_Position);\n"
176 "#endif\n"
177 "}\n"
178 "#endif\n"
179 "\n"
180 "#ifdef FRAGMENT_SHADER\n"
181 "void main(void)\n"
182 "{\n"
183 "       dp_FragColor = VertexColor;\n"
184 "}\n"
185 "#endif\n"
186 "#else // !MODE_SHOWDEPTH\n"
187 "\n"
188 "\n"
189 "\n"
190 "\n"
191 "#ifdef MODE_POSTPROCESS\n"
192 "dp_varying mediump vec2 TexCoord1;\n"
193 "dp_varying mediump vec2 TexCoord2;\n"
194 "\n"
195 "#ifdef VERTEX_SHADER\n"
196 "void main(void)\n"
197 "{\n"
198 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
199 "       TexCoord1 = Attrib_TexCoord0.xy;\n"
200 "#ifdef USEBLOOM\n"
201 "       TexCoord2 = Attrib_TexCoord4.xy;\n"
202 "#endif\n"
203 "}\n"
204 "#endif\n"
205 "\n"
206 "#ifdef FRAGMENT_SHADER\n"
207 "uniform sampler2D Texture_First;\n"
208 "#ifdef USEBLOOM\n"
209 "uniform sampler2D Texture_Second;\n"
210 "uniform mediump vec4 BloomColorSubtract;\n"
211 "#endif\n"
212 "#ifdef USEGAMMARAMPS\n"
213 "uniform sampler2D Texture_GammaRamps;\n"
214 "#endif\n"
215 "#ifdef USESATURATION\n"
216 "uniform mediump float Saturation;\n"
217 "#endif\n"
218 "#ifdef USEVIEWTINT\n"
219 "uniform mediump vec4 ViewTintColor;\n"
220 "#endif\n"
221 "//uncomment these if you want to use them:\n"
222 "uniform mediump vec4 UserVec1;\n"
223 "uniform mediump vec4 UserVec2;\n"
224 "// uniform mediump vec4 UserVec3;\n"
225 "// uniform mediump vec4 UserVec4;\n"
226 "// uniform highp float ClientTime;\n"
227 "uniform mediump vec2 PixelSize;\n"
228 "void main(void)\n"
229 "{\n"
230 "       dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n"
231 "#ifdef USEBLOOM\n"
232 "       dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
233 "#endif\n"
234 "#ifdef USEVIEWTINT\n"
235 "       dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n"
236 "#endif\n"
237 "\n"
238 "#ifdef USEPOSTPROCESSING\n"
239 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
240 "// 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"
241 "       float sobel = 1.0;\n"
242 "       // vec2 ts = textureSize(Texture_First, 0);\n"
243 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
244 "       vec2 px = PixelSize;\n"
245 "       vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
246 "       vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
247 "       vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
248 "       vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
249 "       vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
250 "       vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
251 "       vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
252 "       vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
253 "       vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
254 "       vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
255 "       vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
256 "       vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
257 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
258 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
259 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
260 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
261 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
262 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
263 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
264 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
265 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
266 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
267 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
268 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
269 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
270 "       dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
271 "       dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
272 "       dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
273 "       dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
274 "       dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
275 "       dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
276 "       dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
277 "#endif\n"
278 "\n"
279 "#ifdef USESATURATION\n"
280 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
281 "       float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
282 "       // 'vampire sight' effect, wheres red is compensated\n"
283 "       #ifdef SATURATION_REDCOMPENSATE\n"
284 "               float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n"
285 "               dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
286 "               dp_FragColor.r += rboost;\n"
287 "       #else\n"
288 "               // normal desaturation\n"
289 "               //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n"
290 "               dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
291 "       #endif\n"
292 "#endif\n"
293 "\n"
294 "#ifdef USEGAMMARAMPS\n"
295 "       dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
296 "       dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
297 "       dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
298 "#endif\n"
299 "}\n"
300 "#endif\n"
301 "#else // !MODE_POSTPROCESS\n"
302 "\n"
303 "\n"
304 "\n"
305 "\n"
306 "#ifdef MODE_GENERIC\n"
307 "#ifdef USEDIFFUSE\n"
308 "dp_varying mediump vec2 TexCoord1;\n"
309 "#endif\n"
310 "#ifdef USESPECULAR\n"
311 "dp_varying mediump vec2 TexCoord2;\n"
312 "#endif\n"
313 "uniform myhalf Alpha;\n"
314 "#ifdef VERTEX_SHADER\n"
315 "void main(void)\n"
316 "{\n"
317 "       VertexColor = Attrib_Color;\n"
318 "#ifdef USEDIFFUSE\n"
319 "       TexCoord1 = Attrib_TexCoord0.xy;\n"
320 "#endif\n"
321 "#ifdef USESPECULAR\n"
322 "       TexCoord2 = Attrib_TexCoord1.xy;\n"
323 "#endif\n"
324 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
325 "#ifdef USETRIPPY\n"
326 "       gl_Position = TrippyVertex(gl_Position);\n"
327 "#endif\n"
328 "}\n"
329 "#endif\n"
330 "\n"
331 "#ifdef FRAGMENT_SHADER\n"
332 "#ifdef USEDIFFUSE\n"
333 "uniform sampler2D Texture_First;\n"
334 "#endif\n"
335 "#ifdef USESPECULAR\n"
336 "uniform sampler2D Texture_Second;\n"
337 "#endif\n"
338 "#ifdef USEGAMMARAMPS\n"
339 "uniform sampler2D Texture_GammaRamps;\n"
340 "#endif\n"
341 "\n"
342 "void main(void)\n"
343 "{\n"
344 "#ifdef USEVIEWTINT\n"
345 "       dp_FragColor = VertexColor;\n"
346 "#else\n"
347 "       dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
348 "#endif\n"
349 "#ifdef USEDIFFUSE\n"
350 "# ifdef USEREFLECTCUBE\n"
351 "       // suppress texture alpha\n"
352 "       dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;\n"
353 "# else\n"
354 "       dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n"
355 "# endif\n"
356 "#endif\n"
357 "\n"
358 "#ifdef USESPECULAR\n"
359 "       vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n"
360 "# ifdef USECOLORMAPPING\n"
361 "       dp_FragColor *= tex2;\n"
362 "# endif\n"
363 "# ifdef USEGLOW\n"
364 "       dp_FragColor += tex2;\n"
365 "# endif\n"
366 "# ifdef USEVERTEXTEXTUREBLEND\n"
367 "       dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n"
368 "# endif\n"
369 "#endif\n"
370 "#ifdef USEGAMMARAMPS\n"
371 "       dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
372 "       dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
373 "       dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
374 "#endif\n"
375 "#ifdef USEALPHAKILL\n"
376 "       dp_FragColor.a *= Alpha;\n"
377 "#endif\n"
378 "}\n"
379 "#endif\n"
380 "#else // !MODE_GENERIC\n"
381 "\n"
382 "\n"
383 "\n"
384 "\n"
385 "#ifdef MODE_BLOOMBLUR\n"
386 "dp_varying mediump vec2 TexCoord;\n"
387 "#ifdef VERTEX_SHADER\n"
388 "void main(void)\n"
389 "{\n"
390 "       VertexColor = Attrib_Color;\n"
391 "       TexCoord = Attrib_TexCoord0.xy;\n"
392 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
393 "}\n"
394 "#endif\n"
395 "\n"
396 "#ifdef FRAGMENT_SHADER\n"
397 "uniform sampler2D Texture_First;\n"
398 "uniform mediump vec4 BloomBlur_Parameters;\n"
399 "\n"
400 "void main(void)\n"
401 "{\n"
402 "       int i;\n"
403 "       vec2 tc = TexCoord;\n"
404 "       vec3 color = dp_texture2D(Texture_First, tc).rgb;\n"
405 "       tc += BloomBlur_Parameters.xy;\n"
406 "       for (i = 1;i < SAMPLES;i++)\n"
407 "       {\n"
408 "               color += dp_texture2D(Texture_First, tc).rgb;\n"
409 "               tc += BloomBlur_Parameters.xy;\n"
410 "       }\n"
411 "       dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
412 "}\n"
413 "#endif\n"
414 "#else // !MODE_BLOOMBLUR\n"
415 "#ifdef MODE_REFRACTION\n"
416 "dp_varying mediump vec2 TexCoord;\n"
417 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
418 "uniform highp mat4 TexMatrix;\n"
419 "#ifdef VERTEX_SHADER\n"
420 "\n"
421 "void main(void)\n"
422 "{\n"
423 "#ifdef USEALPHAGENVERTEX\n"
424 "       VertexColor = Attrib_Color;\n"
425 "#endif\n"
426 "       TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
427 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
428 "       ModelViewProjectionPosition = gl_Position;\n"
429 "#ifdef USETRIPPY\n"
430 "       gl_Position = TrippyVertex(gl_Position);\n"
431 "#endif\n"
432 "}\n"
433 "#endif\n"
434 "\n"
435 "#ifdef FRAGMENT_SHADER\n"
436 "uniform sampler2D Texture_Normal;\n"
437 "uniform sampler2D Texture_Refraction;\n"
438 "\n"
439 "uniform mediump vec4 DistortScaleRefractReflect;\n"
440 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
441 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
442 "uniform mediump vec4 RefractColor;\n"
443 "uniform mediump vec4 ReflectColor;\n"
444 "uniform highp float ClientTime;\n"
445 "#ifdef USENORMALMAPSCROLLBLEND\n"
446 "uniform highp vec2 NormalmapScrollBlend;\n"
447 "#endif\n"
448 "\n"
449 "void main(void)\n"
450 "{\n"
451 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
452 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
453 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
454 "#ifdef USEALPHAGENVERTEX\n"
455 "       vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;\n"
456 "       vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n"
457 "#else\n"
458 "       vec2 distort = DistortScaleRefractReflect.xy;\n"
459 "       vec4 refractcolor = RefractColor;\n"
460 "#endif\n"
461 "       #ifdef USENORMALMAPSCROLLBLEND\n"
462 "               vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
463 "               normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
464 "               vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;\n"
465 "       #else\n"
466 "               vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;\n"
467 "       #endif\n"
468 "       // FIXME temporary hack to detect the case that the reflection\n"
469 "       // gets blackened at edges due to leaving the area that contains actual\n"
470 "       // content.\n"
471 "       // Remove this 'ack once we have a better way to stop this thing from\n"
472 "       // 'appening.\n"
473 "       float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
474 "       f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
475 "       f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
476 "       f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
477 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
478 "       dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;\n"
479 "}\n"
480 "#endif\n"
481 "#else // !MODE_REFRACTION\n"
482 "\n"
483 "\n"
484 "\n"
485 "\n"
486 "#ifdef MODE_WATER\n"
487 "dp_varying mediump vec2 TexCoord;\n"
488 "dp_varying highp vec3 EyeVector;\n"
489 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
490 "#ifdef VERTEX_SHADER\n"
491 "uniform highp vec3 EyePosition;\n"
492 "uniform highp mat4 TexMatrix;\n"
493 "\n"
494 "void main(void)\n"
495 "{\n"
496 "#ifdef USEALPHAGENVERTEX\n"
497 "       VertexColor = Attrib_Color;\n"
498 "#endif\n"
499 "       TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
500 "       vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
501 "       EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
502 "       EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
503 "       EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
504 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
505 "       ModelViewProjectionPosition = gl_Position;\n"
506 "#ifdef USETRIPPY\n"
507 "       gl_Position = TrippyVertex(gl_Position);\n"
508 "#endif\n"
509 "}\n"
510 "#endif\n"
511 "\n"
512 "#ifdef FRAGMENT_SHADER\n"
513 "uniform sampler2D Texture_Normal;\n"
514 "uniform sampler2D Texture_Refraction;\n"
515 "uniform sampler2D Texture_Reflection;\n"
516 "\n"
517 "uniform mediump vec4 DistortScaleRefractReflect;\n"
518 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
519 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
520 "uniform mediump vec4 RefractColor;\n"
521 "uniform mediump vec4 ReflectColor;\n"
522 "uniform mediump float ReflectFactor;\n"
523 "uniform mediump float ReflectOffset;\n"
524 "uniform highp float ClientTime;\n"
525 "#ifdef USENORMALMAPSCROLLBLEND\n"
526 "uniform highp vec2 NormalmapScrollBlend;\n"
527 "#endif\n"
528 "\n"
529 "void main(void)\n"
530 "{\n"
531 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
532 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
533 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
534 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
535 "       // slight water animation via 2 layer scrolling (todo: tweak)\n"
536 "#ifdef USEALPHAGENVERTEX\n"
537 "       vec4 distort = DistortScaleRefractReflect * VertexColor.a;\n"
538 "       float reflectoffset = ReflectOffset * VertexColor.a;\n"
539 "       float reflectfactor = ReflectFactor * VertexColor.a;\n"
540 "       vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n"
541 "#else\n"
542 "       vec4 distort = DistortScaleRefractReflect;\n"
543 "       float reflectoffset = ReflectOffset;\n"
544 "       float reflectfactor = ReflectFactor;\n"
545 "       vec4 refractcolor = RefractColor;\n"
546 "#endif\n"
547 "       #ifdef USENORMALMAPSCROLLBLEND\n"
548 "               vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
549 "               normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
550 "               vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;\n"
551 "       #else\n"
552 "               vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;\n"
553 "       #endif\n"
554 "       // FIXME temporary hack to detect the case that the reflection\n"
555 "       // gets blackened at edges due to leaving the area that contains actual\n"
556 "       // content.\n"
557 "       // Remove this 'ack once we have a better way to stop this thing from\n"
558 "       // 'appening.\n"
559 "       float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
560 "       f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
561 "       f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
562 "       f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
563 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
564 "       f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
565 "       f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
566 "       f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
567 "       f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
568 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
569 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;\n"
570 "       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"
571 "}\n"
572 "#endif\n"
573 "#else // !MODE_WATER\n"
574 "\n"
575 "\n"
576 "\n"
577 "\n"
578 "// common definitions between vertex shader and fragment shader:\n"
579 "\n"
580 "dp_varying mediump vec4 TexCoordSurfaceLightmap;\n"
581 "#ifdef USEVERTEXTEXTUREBLEND\n"
582 "dp_varying mediump vec2 TexCoord2;\n"
583 "#endif\n"
584 "\n"
585 "#ifdef MODE_LIGHTSOURCE\n"
586 "dp_varying mediump vec3 CubeVector;\n"
587 "#endif\n"
588 "\n"
589 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
590 "dp_varying mediump vec3 LightVector;\n"
591 "#endif\n"
592 "\n"
593 "#ifdef USEEYEVECTOR\n"
594 "dp_varying highp vec4 EyeVectorFogDepth;\n"
595 "#endif\n"
596 "\n"
597 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
598 "dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
599 "dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
600 "dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n"
601 "#else\n"
602 "# ifdef USEFOG\n"
603 "dp_varying highp vec3 EyeVectorModelSpace;\n"
604 "# endif\n"
605 "#endif\n"
606 "\n"
607 "#ifdef USEREFLECTION\n"
608 "dp_varying highp vec4 ModelViewProjectionPosition;\n"
609 "#endif\n"
610 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
611 "uniform highp vec3 LightPosition;\n"
612 "dp_varying highp vec4 ModelViewPosition;\n"
613 "#endif\n"
614 "\n"
615 "#ifdef MODE_LIGHTSOURCE\n"
616 "uniform highp vec3 LightPosition;\n"
617 "#endif\n"
618 "uniform highp vec3 EyePosition;\n"
619 "#ifdef MODE_LIGHTDIRECTION\n"
620 "uniform highp vec3 LightDir;\n"
621 "#endif\n"
622 "uniform highp vec4 FogPlane;\n"
623 "\n"
624 "#ifdef USESHADOWMAPORTHO\n"
625 "dp_varying highp vec3 ShadowMapTC;\n"
626 "#endif\n"
627 "\n"
628 "#ifdef USEBOUNCEGRID\n"
629 "dp_varying highp vec3 BounceGridTexCoord;\n"
630 "#endif\n"
631 "\n"
632 "#ifdef MODE_DEFERREDGEOMETRY\n"
633 "dp_varying highp float Depth;\n"
634 "#endif\n"
635 "\n"
636 "\n"
637 "\n"
638 "\n"
639 "\n"
640 "\n"
641 "// 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"
642 "\n"
643 "// fragment shader specific:\n"
644 "#ifdef FRAGMENT_SHADER\n"
645 "\n"
646 "uniform sampler2D Texture_Normal;\n"
647 "uniform sampler2D Texture_Color;\n"
648 "uniform sampler2D Texture_Gloss;\n"
649 "#ifdef USEGLOW\n"
650 "uniform sampler2D Texture_Glow;\n"
651 "#endif\n"
652 "#ifdef USEVERTEXTEXTUREBLEND\n"
653 "uniform sampler2D Texture_SecondaryNormal;\n"
654 "uniform sampler2D Texture_SecondaryColor;\n"
655 "uniform sampler2D Texture_SecondaryGloss;\n"
656 "#ifdef USEGLOW\n"
657 "uniform sampler2D Texture_SecondaryGlow;\n"
658 "#endif\n"
659 "#endif\n"
660 "#ifdef USECOLORMAPPING\n"
661 "uniform sampler2D Texture_Pants;\n"
662 "uniform sampler2D Texture_Shirt;\n"
663 "#endif\n"
664 "#ifdef USEFOG\n"
665 "#ifdef USEFOGHEIGHTTEXTURE\n"
666 "uniform sampler2D Texture_FogHeightTexture;\n"
667 "#endif\n"
668 "uniform sampler2D Texture_FogMask;\n"
669 "#endif\n"
670 "#ifdef USELIGHTMAP\n"
671 "uniform sampler2D Texture_Lightmap;\n"
672 "#endif\n"
673 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
674 "uniform sampler2D Texture_Deluxemap;\n"
675 "#endif\n"
676 "#ifdef USEREFLECTION\n"
677 "uniform sampler2D Texture_Reflection;\n"
678 "#endif\n"
679 "\n"
680 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
681 "uniform sampler2D Texture_ScreenNormalMap;\n"
682 "#endif\n"
683 "#ifdef USEDEFERREDLIGHTMAP\n"
684 "uniform sampler2D Texture_ScreenDiffuse;\n"
685 "uniform sampler2D Texture_ScreenSpecular;\n"
686 "#endif\n"
687 "\n"
688 "uniform mediump vec3 Color_Pants;\n"
689 "uniform mediump vec3 Color_Shirt;\n"
690 "uniform mediump vec3 FogColor;\n"
691 "\n"
692 "#ifdef USEFOG\n"
693 "uniform highp float FogRangeRecip;\n"
694 "uniform highp float FogPlaneViewDist;\n"
695 "uniform highp float FogHeightFade;\n"
696 "vec3 FogVertex(vec4 surfacecolor)\n"
697 "{\n"
698 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
699 "       vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n"
700 "#endif\n"
701 "       float FogPlaneVertexDist = EyeVectorFogDepth.w;\n"
702 "       float fogfrac;\n"
703 "       vec3 fc = FogColor;\n"
704 "#ifdef USEFOGALPHAHACK\n"
705 "       fc *= surfacecolor.a;\n"
706 "#endif\n"
707 "#ifdef USEFOGHEIGHTTEXTURE\n"
708 "       vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
709 "       fogfrac = fogheightpixel.a;\n"
710 "       return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
711 "#else\n"
712 "# ifdef USEFOGOUTSIDE\n"
713 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
714 "# else\n"
715 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
716 "# endif\n"
717 "       return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
718 "#endif\n"
719 "}\n"
720 "#endif\n"
721 "\n"
722 "#ifdef USEOFFSETMAPPING\n"
723 "uniform mediump vec4 OffsetMapping_ScaleSteps;\n"
724 "uniform mediump float OffsetMapping_Bias;\n"
725 "#ifdef USEOFFSETMAPPING_LOD\n"
726 "uniform mediump float OffsetMapping_LodDistance;\n"
727 "#endif\n"
728 "vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
729 "{\n"
730 "       float i;\n"
731 "       // distance-based LOD\n"
732 "#ifdef USEOFFSETMAPPING_LOD\n"
733 "       //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
734 "       //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n"
735 "       mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
736 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
737 "       // stupid workaround because 1-step and 2-step reliefmapping is void\n"
738 "       mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n"
739 "#else\n"
740 "       mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n"
741 "#endif\n"
742 "       mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n"
743 "       mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n"
744 "#else\n"
745 "       #define ScaleSteps OffsetMapping_ScaleSteps\n"
746 "#endif\n"
747 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
748 "       float f;\n"
749 "       // 14 sample relief mapping: linear search and then binary search\n"
750 "       // this basically steps forward a small amount repeatedly until it finds\n"
751 "       // itself inside solid, then jitters forward and back using decreasing\n"
752 "       // amounts to find the impact\n"
753 "       //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n"
754 "       //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n"
755 "       vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n"
756 "       vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n"
757 "       OffsetVector *= ScaleSteps.z;\n"
758 "       for(i = 1.0; i < ScaleSteps.y; ++i)\n"
759 "               RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
760 "       for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n"
761 "               RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n"
762 "       return RT.xy;\n"
763 "#else\n"
764 "       // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
765 "       //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n"
766 "       //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n"
767 "       vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n"
768 "       OffsetVector *= ScaleSteps.z;\n"
769 "       for(i = 0.0; i < ScaleSteps.y; ++i)\n"
770 "               TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
771 "       return TexCoord;\n"
772 "#endif\n"
773 "}\n"
774 "#endif // USEOFFSETMAPPING\n"
775 "\n"
776 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
777 "uniform sampler2D Texture_Attenuation;\n"
778 "uniform samplerCube Texture_Cube;\n"
779 "#endif\n"
780 "\n"
781 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
782 "\n"
783 "#ifdef USESHADOWMAP2D\n"
784 "# ifdef USESHADOWSAMPLER\n"
785 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
786 "# else\n"
787 "uniform sampler2D Texture_ShadowMap2D;\n"
788 "# endif\n"
789 "#endif\n"
790 "\n"
791 "#ifdef USESHADOWMAPVSDCT\n"
792 "uniform samplerCube Texture_CubeProjection;\n"
793 "#endif\n"
794 "\n"
795 "#if defined(USESHADOWMAP2D)\n"
796 "uniform mediump vec2 ShadowMap_TextureScale;\n"
797 "uniform mediump vec4 ShadowMap_Parameters;\n"
798 "#endif\n"
799 "\n"
800 "#if defined(USESHADOWMAP2D)\n"
801 "# ifdef USESHADOWMAPORTHO\n"
802 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
803 "# else\n"
804 "#  ifdef USESHADOWMAPVSDCT\n"
805 "vec3 GetShadowMapTC2D(vec3 dir)\n"
806 "{\n"
807 "       vec3 adir = abs(dir);\n"
808 "       float m = max(max(adir.x, adir.y), adir.z);\n"
809 "       vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n"
810 "#ifdef USEDEPTHRGB\n"
811 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n"
812 "#else\n"
813 "       vec2 mparams = ShadowMap_Parameters.xy / m;\n"
814 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
815 "#endif\n"
816 "}\n"
817 "#  else\n"
818 "vec3 GetShadowMapTC2D(vec3 dir)\n"
819 "{\n"
820 "       vec3 adir = abs(dir);\n"
821 "       float m; vec4 proj;\n"
822 "       if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
823 "       if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }\n"
824 "#ifdef USEDEPTHRGB\n"
825 "       return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n"
826 "#else\n"
827 "       vec2 mparams = ShadowMap_Parameters.xy / m;\n"
828 "       return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
829 "#endif\n"
830 "}\n"
831 "#  endif\n"
832 "# endif\n"
833 "#endif // defined(USESHADOWMAP2D)\n"
834 "\n"
835 "# ifdef USESHADOWMAP2D\n"
836 "float ShadowMapCompare(vec3 dir)\n"
837 "{\n"
838 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
839 "       float f;\n"
840 "\n"
841 "#  ifdef USEDEPTHRGB\n"
842 "#   ifdef USESHADOWMAPPCF\n"
843 "#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale))\n"
844 "#    if USESHADOWMAPPCF > 1\n"
845 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
846 "       center *= ShadowMap_TextureScale;\n"
847 "       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"
848 "       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"
849 "       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"
850 "       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"
851 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
852 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
853 "#    else\n"
854 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
855 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
856 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
857 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
858 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
859 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
860 "#    endif\n"
861 "#   else\n"
862 "       f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale)));\n"
863 "#   endif\n"
864 "#  else\n"
865 "#   ifdef USESHADOWSAMPLER\n"
866 "#     ifdef USESHADOWMAPPCF\n"
867 "#       define texval(x, y) dp_shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z))  \n"
868 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
869 "       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"
870 "#     else\n"
871 "       f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n"
872 "#     endif\n"
873 "#   else\n"
874 "#     ifdef USESHADOWMAPPCF\n"
875 "#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
876 "#       ifdef GL_ARB_texture_gather\n"
877 "#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
878 "#       else\n"
879 "#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
880 "#       endif\n"
881 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
882 "#       if USESHADOWMAPPCF > 1\n"
883 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
884 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
885 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
886 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
887 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
888 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
889 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
890 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
891 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
892 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
893 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
894 "       locols.yz += group2.ab;\n"
895 "       hicols.yz += group8.rg;\n"
896 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
897 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
898 "                               mix(locols, hicols, offset.y);\n"
899 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
900 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
901 "       f = dot(cols, vec4(1.0/25.0));\n"
902 "#      else\n"
903 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
904 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
905 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
906 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
907 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
908 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
909 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
910 "#       endif\n"
911 "#      else\n"
912 "#       ifdef GL_EXT_gpu_shader4\n"
913 "#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n"
914 "#       else\n"
915 "#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
916 "#       endif\n"
917 "#       if USESHADOWMAPPCF > 1\n"
918 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
919 "       center *= ShadowMap_TextureScale;\n"
920 "       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"
921 "       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"
922 "       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"
923 "       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"
924 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
925 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
926 "#       else\n"
927 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
928 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
929 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
930 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
931 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
932 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
933 "#       endif\n"
934 "#      endif\n"
935 "#     else\n"
936 "       f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
937 "#     endif\n"
938 "#   endif\n"
939 "#  endif\n"
940 "#  ifdef USESHADOWMAPORTHO\n"
941 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
942 "#  else\n"
943 "       return f;\n"
944 "#  endif\n"
945 "}\n"
946 "# endif\n"
947 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
948 "#endif // FRAGMENT_SHADER\n"
949 "\n"
950 "\n"
951 "\n"
952 "\n"
953 "#ifdef MODE_DEFERREDGEOMETRY\n"
954 "#ifdef VERTEX_SHADER\n"
955 "uniform highp mat4 TexMatrix;\n"
956 "#ifdef USEVERTEXTEXTUREBLEND\n"
957 "uniform highp mat4 BackgroundTexMatrix;\n"
958 "#endif\n"
959 "uniform highp mat4 ModelViewMatrix;\n"
960 "void main(void)\n"
961 "{\n"
962 "       TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
963 "#ifdef USEVERTEXTEXTUREBLEND\n"
964 "       VertexColor = Attrib_Color;\n"
965 "       TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
966 "#endif\n"
967 "\n"
968 "       // transform unnormalized eye direction into tangent space\n"
969 "#ifdef USEOFFSETMAPPING\n"
970 "       vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
971 "       EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
972 "       EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
973 "       EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
974 "       EyeVectorFogDepth.w = 0.0;\n"
975 "#endif\n"
976 "\n"
977 "       VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n"
978 "       VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n"
979 "       VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n"
980 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
981 "#ifdef USETRIPPY\n"
982 "       gl_Position = TrippyVertex(gl_Position);\n"
983 "#endif\n"
984 "       Depth = (ModelViewMatrix * Attrib_Position).z;\n"
985 "}\n"
986 "#endif // VERTEX_SHADER\n"
987 "\n"
988 "#ifdef FRAGMENT_SHADER\n"
989 "void main(void)\n"
990 "{\n"
991 "#ifdef USEOFFSETMAPPING\n"
992 "       // apply offsetmapping\n"
993 "       vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
994 "       vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
995 "       vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
996 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
997 "#else\n"
998 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
999 "#endif\n"
1000 "\n"
1001 "#ifdef USEALPHAKILL\n"
1002 "       if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n"
1003 "               discard;\n"
1004 "#endif\n"
1005 "\n"
1006 "#ifdef USEVERTEXTEXTUREBLEND\n"
1007 "       float alpha = offsetMappedTexture2D(Texture_Color).a;\n"
1008 "       float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1009 "       //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n"
1010 "       //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n"
1011 "#endif\n"
1012 "\n"
1013 "#ifdef USEVERTEXTEXTUREBLEND\n"
1014 "       vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1015 "       float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n"
1016 "#else\n"
1017 "       vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n"
1018 "       float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
1019 "#endif\n"
1020 "\n"
1021 "       vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n"
1022 "       dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);\n"
1023 "}\n"
1024 "#endif // FRAGMENT_SHADER\n"
1025 "#else // !MODE_DEFERREDGEOMETRY\n"
1026 "\n"
1027 "\n"
1028 "\n"
1029 "\n"
1030 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1031 "#ifdef VERTEX_SHADER\n"
1032 "uniform highp mat4 ModelViewMatrix;\n"
1033 "void main(void)\n"
1034 "{\n"
1035 "       ModelViewPosition = ModelViewMatrix * Attrib_Position;\n"
1036 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
1037 "}\n"
1038 "#endif // VERTEX_SHADER\n"
1039 "\n"
1040 "#ifdef FRAGMENT_SHADER\n"
1041 "uniform highp mat4 ViewToLight;\n"
1042 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1043 "uniform highp vec2 ScreenToDepth;\n"
1044 "uniform myhalf3 DeferredColor_Ambient;\n"
1045 "uniform myhalf3 DeferredColor_Diffuse;\n"
1046 "#ifdef USESPECULAR\n"
1047 "uniform myhalf3 DeferredColor_Specular;\n"
1048 "uniform myhalf SpecularPower;\n"
1049 "#endif\n"
1050 "uniform myhalf2 PixelToScreenTexCoord;\n"
1051 "void main(void)\n"
1052 "{\n"
1053 "       // calculate viewspace pixel position\n"
1054 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1055 "       vec3 position;\n"
1056 "       // get the geometry information (depth, normal, specular exponent)\n"
1057 "       myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1058 "       // decode viewspace pixel normal\n"
1059 "//     myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n"
1060 "       myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n"
1061 "       // decode viewspace pixel position\n"
1062 "//     position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n"
1063 "       position.z = normalmap.b;\n"
1064 "//     position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1065 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1066 "\n"
1067 "       // now do the actual shading\n"
1068 "       // surfacenormal = pixel normal in viewspace\n"
1069 "       // LightVector = pixel to light in viewspace\n"
1070 "       // CubeVector = pixel in lightspace\n"
1071 "       // eyevector = pixel to view in viewspace\n"
1072 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1073 "       myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1074 "#ifdef USEDIFFUSE\n"
1075 "       // calculate diffuse shading\n"
1076 "       myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));\n"
1077 "       myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1078 "#endif\n"
1079 "#ifdef USESPECULAR\n"
1080 "       // calculate directional shading\n"
1081 "       vec3 eyevector = position * -1.0;\n"
1082 "#  ifdef USEEXACTSPECULARMATH\n"
1083 "       myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 1.0 + SpecularPower * normalmap.a);\n"
1084 "#  else\n"
1085 "       myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(eyevector)));\n"
1086 "       myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * normalmap.a);\n"
1087 "#  endif\n"
1088 "#endif\n"
1089 "\n"
1090 "#if defined(USESHADOWMAP2D)\n"
1091 "       fade *= ShadowMapCompare(CubeVector);\n"
1092 "#endif\n"
1093 "\n"
1094 "#ifdef USESPECULAR\n"
1095 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1096 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1097 "# ifdef USECUBEFILTER\n"
1098 "       vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
1099 "       gl_FragData[0].rgb *= cubecolor;\n"
1100 "       gl_FragData[1].rgb *= cubecolor;\n"
1101 "# endif\n"
1102 "#else\n"
1103 "# ifdef USEDIFFUSE\n"
1104 "       gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1105 "# else\n"
1106 "       gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1107 "# endif\n"
1108 "# ifdef USECUBEFILTER\n"
1109 "       vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
1110 "       gl_FragColor.rgb *= cubecolor;\n"
1111 "# endif\n"
1112 "#endif\n"
1113 "}\n"
1114 "#endif // FRAGMENT_SHADER\n"
1115 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1116 "\n"
1117 "\n"
1118 "\n"
1119 "\n"
1120 "#ifdef VERTEX_SHADER\n"
1121 "uniform highp mat4 TexMatrix;\n"
1122 "#ifdef USEVERTEXTEXTUREBLEND\n"
1123 "uniform highp mat4 BackgroundTexMatrix;\n"
1124 "#endif\n"
1125 "#ifdef MODE_LIGHTSOURCE\n"
1126 "uniform highp mat4 ModelToLight;\n"
1127 "#endif\n"
1128 "#ifdef USESHADOWMAPORTHO\n"
1129 "uniform highp mat4 ShadowMapMatrix;\n"
1130 "#endif\n"
1131 "#ifdef USEBOUNCEGRID\n"
1132 "uniform highp mat4 BounceGridMatrix;\n"
1133 "#endif\n"
1134 "void main(void)\n"
1135 "{\n"
1136 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n"
1137 "       VertexColor = Attrib_Color;\n"
1138 "#endif\n"
1139 "       // copy the surface texcoord\n"
1140 "#ifdef USELIGHTMAP\n"
1141 "       TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n"
1142 "#else\n"
1143 "       TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
1144 "#endif\n"
1145 "#ifdef USEVERTEXTEXTUREBLEND\n"
1146 "       TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
1147 "#endif\n"
1148 "\n"
1149 "#ifdef USEBOUNCEGRID\n"
1150 "       BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n"
1151 "#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
1152 "       BounceGridTexCoord.z *= 0.125;\n"
1153 "#endif\n"
1154 "#endif\n"
1155 "\n"
1156 "#ifdef MODE_LIGHTSOURCE\n"
1157 "       // transform vertex position into light attenuation/cubemap space\n"
1158 "       // (-1 to +1 across the light box)\n"
1159 "       CubeVector = vec3(ModelToLight * Attrib_Position);\n"
1160 "\n"
1161 "# ifdef USEDIFFUSE\n"
1162 "       // transform unnormalized light direction into tangent space\n"
1163 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1164 "       //  normalize it per pixel)\n"
1165 "       vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n"
1166 "       LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n"
1167 "       LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n"
1168 "       LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n"
1169 "# endif\n"
1170 "#endif\n"
1171 "\n"
1172 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1173 "       LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n"
1174 "       LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n"
1175 "       LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n"
1176 "#endif\n"
1177 "\n"
1178 "       // transform unnormalized eye direction into tangent space\n"
1179 "#ifdef USEEYEVECTOR\n"
1180 "       vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
1181 "       EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
1182 "       EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
1183 "       EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
1184 "#ifdef USEFOG\n"
1185 "       EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n"
1186 "#else\n"
1187 "       EyeVectorFogDepth.w = 0.0;\n"
1188 "#endif\n"
1189 "#endif\n"
1190 "\n"
1191 "\n"
1192 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
1193 "# ifdef USEFOG\n"
1194 "       VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n"
1195 "       VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n"
1196 "       VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n"
1197 "# else\n"
1198 "       VectorS = vec4(Attrib_TexCoord1, 0);\n"
1199 "       VectorT = vec4(Attrib_TexCoord2, 0);\n"
1200 "       VectorR = vec4(Attrib_TexCoord3, 0);\n"
1201 "# endif\n"
1202 "#else\n"
1203 "# ifdef USEFOG\n"
1204 "       EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
1205 "# endif\n"
1206 "#endif\n"
1207 "\n"
1208 "       // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n"
1209 "       gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
1210 "\n"
1211 "#ifdef USESHADOWMAPORTHO\n"
1212 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1213 "#endif\n"
1214 "\n"
1215 "#ifdef USEREFLECTION\n"
1216 "       ModelViewProjectionPosition = gl_Position;\n"
1217 "#endif\n"
1218 "#ifdef USETRIPPY\n"
1219 "       gl_Position = TrippyVertex(gl_Position);\n"
1220 "#endif\n"
1221 "}\n"
1222 "#endif // VERTEX_SHADER\n"
1223 "\n"
1224 "\n"
1225 "\n"
1226 "\n"
1227 "#ifdef FRAGMENT_SHADER\n"
1228 "#ifdef USEDEFERREDLIGHTMAP\n"
1229 "uniform myhalf2 PixelToScreenTexCoord;\n"
1230 "uniform myhalf3 DeferredMod_Diffuse;\n"
1231 "uniform myhalf3 DeferredMod_Specular;\n"
1232 "#endif\n"
1233 "uniform myhalf3 Color_Ambient;\n"
1234 "uniform myhalf3 Color_Diffuse;\n"
1235 "uniform myhalf3 Color_Specular;\n"
1236 "uniform myhalf SpecularPower;\n"
1237 "#ifdef USEGLOW\n"
1238 "uniform myhalf3 Color_Glow;\n"
1239 "#endif\n"
1240 "uniform myhalf Alpha;\n"
1241 "#ifdef USEREFLECTION\n"
1242 "uniform mediump vec4 DistortScaleRefractReflect;\n"
1243 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
1244 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
1245 "uniform mediump vec4 ReflectColor;\n"
1246 "#endif\n"
1247 "#ifdef USEREFLECTCUBE\n"
1248 "uniform highp mat4 ModelToReflectCube;\n"
1249 "uniform sampler2D Texture_ReflectMask;\n"
1250 "uniform samplerCube Texture_ReflectCube;\n"
1251 "#endif\n"
1252 "#ifdef MODE_LIGHTDIRECTION\n"
1253 "uniform myhalf3 LightColor;\n"
1254 "#endif\n"
1255 "#ifdef MODE_LIGHTSOURCE\n"
1256 "uniform myhalf3 LightColor;\n"
1257 "#endif\n"
1258 "#ifdef USEBOUNCEGRID\n"
1259 "uniform sampler3D Texture_BounceGrid;\n"
1260 "uniform float BounceGridIntensity;\n"
1261 "uniform highp mat4 BounceGridMatrix;\n"
1262 "#endif\n"
1263 "uniform highp float ClientTime;\n"
1264 "#ifdef USENORMALMAPSCROLLBLEND\n"
1265 "uniform highp vec2 NormalmapScrollBlend;\n"
1266 "#endif\n"
1267 "void main(void)\n"
1268 "{\n"
1269 "#ifdef USEOFFSETMAPPING\n"
1270 "       // apply offsetmapping\n"
1271 "       vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
1272 "       vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
1273 "       vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
1274 "# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
1275 "# define TexCoord TexCoordOffset\n"
1276 "#else\n"
1277 "# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
1278 "# define TexCoord TexCoordSurfaceLightmap.xy\n"
1279 "#endif\n"
1280 "\n"
1281 "       // combine the diffuse textures (base, pants, shirt)\n"
1282 "       myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));\n"
1283 "#ifdef USEALPHAKILL\n"
1284 "       if (color.a < 0.5)\n"
1285 "               discard;\n"
1286 "#endif\n"
1287 "       color.a *= Alpha;\n"
1288 "#ifdef USECOLORMAPPING\n"
1289 "       color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n"
1290 "#endif\n"
1291 "#ifdef USEVERTEXTEXTUREBLEND\n"
1292 "#ifdef USEBOTHALPHAS\n"
1293 "       myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n"
1294 "       myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));\n"
1295 "       color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n"
1296 "#else\n"
1297 "       myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));\n"
1298 "       //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));\n"
1299 "       //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;\n"
1300 "       color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1301 "#endif\n"
1302 "       color.a = 1.0;\n"
1303 "       //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1304 "#endif\n"
1305 "#ifdef USEALPHAGENVERTEX\n"
1306 "       color.a *= VertexColor.a;\n"
1307 "#endif\n"
1308 "\n"
1309 "       // get the surface normal\n"
1310 "#ifdef USEVERTEXTEXTUREBLEND\n"
1311 "       myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));\n"
1312 "#else\n"
1313 "       myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));\n"
1314 "#endif\n"
1315 "\n"
1316 "       // get the material colors\n"
1317 "       myhalf3 diffusetex = color.rgb;\n"
1318 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1319 "# ifdef USEVERTEXTEXTUREBLEND\n"
1320 "       myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n"
1321 "# else\n"
1322 "       myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));\n"
1323 "# endif\n"
1324 "#endif\n"
1325 "\n"
1326 "#ifdef USEREFLECTCUBE\n"
1327 "       vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n"
1328 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n"
1329 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1330 "       diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1331 "#endif\n"
1332 "\n"
1333 "\n"
1334 "\n"
1335 "\n"
1336 "#ifdef MODE_LIGHTSOURCE\n"
1337 "       // light source\n"
1338 "#ifdef USEDIFFUSE\n"
1339 "       myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n"
1340 "       myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1341 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1342 "#ifdef USESPECULAR\n"
1343 "#ifdef USEEXACTSPECULARMATH\n"
1344 "       myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a);\n"
1345 "#else\n"
1346 "       myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
1347 "       myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a);\n"
1348 "#endif\n"
1349 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1350 "#endif\n"
1351 "#else\n"
1352 "       color.rgb = diffusetex * Color_Ambient;\n"
1353 "#endif\n"
1354 "       color.rgb *= LightColor;\n"
1355 "       color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1356 "#if defined(USESHADOWMAP2D)\n"
1357 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1358 "#endif\n"
1359 "# ifdef USECUBEFILTER\n"
1360 "       color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n"
1361 "# endif\n"
1362 "#endif // MODE_LIGHTSOURCE\n"
1363 "\n"
1364 "\n"
1365 "\n"
1366 "\n"
1367 "#ifdef MODE_LIGHTDIRECTION\n"
1368 "       #define SHADING\n"
1369 "       #ifdef USEDIFFUSE\n"
1370 "               myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n"
1371 "       #endif\n"
1372 "       #define lightcolor LightColor\n"
1373 "#endif // MODE_LIGHTDIRECTION\n"
1374 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1375 "   #define SHADING\n"
1376 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1377 "       myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n"
1378 "       myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1379 "       // convert modelspace light vector to tangentspace\n"
1380 "       myhalf3 lightnormal;\n"
1381 "       lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n"
1382 "       lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n"
1383 "       lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));\n"
1384 "       lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
1385 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1386 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1387 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1388 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1389 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1390 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1391 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1392 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1393 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1394 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1395 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1396 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1397 "   #define SHADING\n"
1398 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1399 "       myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n"
1400 "       myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1401 "#endif\n"
1402 "#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
1403 "       #define SHADING\n"
1404 "       // forced deluxemap on lightmapped/vertexlit surfaces\n"
1405 "       myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);\n"
1406 "   #ifdef USELIGHTMAP\n"
1407 "               myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
1408 "   #else\n"
1409 "               myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n"
1410 "   #endif\n"
1411 "#endif\n"
1412 "#ifdef MODE_FAKELIGHT\n"
1413 "       #define SHADING\n"
1414 "       myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n"
1415 "       myhalf3 lightcolor = cast_myhalf3(1.0);\n"
1416 "#endif // MODE_FAKELIGHT\n"
1417 "\n"
1418 "\n"
1419 "\n"
1420 "\n"
1421 "#ifdef MODE_LIGHTMAP\n"
1422 "       color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n"
1423 "#endif // MODE_LIGHTMAP\n"
1424 "#ifdef MODE_VERTEXCOLOR\n"
1425 "       color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);\n"
1426 "#endif // MODE_VERTEXCOLOR\n"
1427 "#ifdef MODE_FLATCOLOR\n"
1428 "       color.rgb = diffusetex * Color_Ambient;\n"
1429 "#endif // MODE_FLATCOLOR\n"
1430 "\n"
1431 "\n"
1432 "\n"
1433 "\n"
1434 "#ifdef SHADING\n"
1435 "# ifdef USEDIFFUSE\n"
1436 "       myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1437 "#  ifdef USESPECULAR\n"
1438 "#   ifdef USEEXACTSPECULARMATH\n"
1439 "       myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a);\n"
1440 "#   else\n"
1441 "       myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
1442 "       myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a);\n"
1443 "#   endif\n"
1444 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1445 "#  else\n"
1446 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1447 "#  endif\n"
1448 "# else\n"
1449 "       color.rgb = diffusetex * Color_Ambient;\n"
1450 "# endif\n"
1451 "#endif\n"
1452 "\n"
1453 "#ifdef USESHADOWMAPORTHO\n"
1454 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1455 "#endif\n"
1456 "\n"
1457 "#ifdef USEDEFERREDLIGHTMAP\n"
1458 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1459 "       color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1460 "       color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1461 "//     color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);\n"
1462 "#endif\n"
1463 "\n"
1464 "#ifdef USEBOUNCEGRID\n"
1465 "#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
1466 "//     myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));\n"
1467 "//     myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);\n"
1468 "       myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n"
1469 "       myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n"
1470 "       myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n"
1471 "       myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n"
1472 "       myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n"
1473 "       myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n"
1474 "       myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n"
1475 "       myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n"
1476 "       myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n"
1477 "//     bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);\n"
1478 "       myhalf3 bouncegrid_light = cast_myhalf3(\n"
1479 "               dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n"
1480 "               dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n"
1481 "               dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n"
1482 "       color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n"
1483 "//     color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n"
1484 "#else\n"
1485 "       color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n"
1486 "#endif\n"
1487 "#endif\n"
1488 "\n"
1489 "#ifdef USEGLOW\n"
1490 "#ifdef USEVERTEXTEXTUREBLEND\n"
1491 "       color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n"
1492 "#else\n"
1493 "       color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n"
1494 "#endif\n"
1495 "#endif\n"
1496 "\n"
1497 "#ifdef USEFOG\n"
1498 "       color.rgb = FogVertex(color);\n"
1499 "#endif\n"
1500 "\n"
1501 "       // 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"
1502 "#ifdef USEREFLECTION\n"
1503 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1504 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1505 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1506 "       #ifdef USENORMALMAPSCROLLBLEND\n"
1507 "# ifdef USEOFFSETMAPPING\n"
1508 "               vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
1509 "# else\n"
1510 "               vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
1511 "# endif\n"
1512 "               normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
1513 "               vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n"
1514 "       #else\n"
1515 "               vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1516 "       #endif\n"
1517 "       // FIXME temporary hack to detect the case that the reflection\n"
1518 "       // gets blackened at edges due to leaving the area that contains actual\n"
1519 "       // content.\n"
1520 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1521 "       // 'appening.\n"
1522 "       float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1523 "       f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1524 "       f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1525 "       f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1526 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1527 "       color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1528 "#endif\n"
1529 "\n"
1530 "       dp_FragColor = vec4(color);\n"
1531 "}\n"
1532 "#endif // FRAGMENT_SHADER\n"
1533 "\n"
1534 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1535 "#endif // !MODE_DEFERREDGEOMETRY\n"
1536 "#endif // !MODE_WATER\n"
1537 "#endif // !MODE_REFRACTION\n"
1538 "#endif // !MODE_BLOOMBLUR\n"
1539 "#endif // !MODE_GENERIC\n"
1540 "#endif // !MODE_POSTPROCESS\n"
1541 "#endif // !MODE_SHOWDEPTH\n"
1542 "#endif // !MODE_DEPTH_OR_SHADOW\n"