"# endif\n",
"#endif\n",
"\n",
-"#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)\n"
+"#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)\n",
+"\n",
"invariant gl_Position; // fix for lighting polygons not matching base surface\n",
"# endif\n",
"#if defined(GLSL130) || defined(GLSL140)\n",
"\n",
"void main(void)\n",
"{\n",
+"#ifdef USECOLORFRINGE\n",
" float fringe = ColorFringe;//.0033f;\n",
" float amount = distance(TexCoord1, vec2(.5f,.5f));\n",
" vec2 offset = vec2(amount*fringe,amount*fringe);\n",
-" dp_FragColor.xy = texture(Texture_First, TexCoord1-offset).xy;\n",
-" dp_FragColor.z = texture(Texture_First, TexCoord1+offset).z;\n",
+" dp_FragColor.xy = dp_texture2D(Texture_First, TexCoord1-offset).xy;\n",
+" dp_FragColor.z = dp_texture2D(Texture_First, TexCoord1+offset).z;\n",
+"#else\n",
+" dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n",
+"#endif\n",
"\n",
"#ifdef USEFXAA\n",
" dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span\n",
"dp_varying highp vec4 EyeVectorFogDepth;\n",
"#endif\n",
"\n",
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) || defined(MODE_LIGHTGRID)\n",
"dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n",
"dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n",
"dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n",
"dp_varying highp vec3 ShadowMapTC;\n",
"#endif\n",
"\n",
+"#ifdef MODE_LIGHTGRID\n",
+"dp_varying highp vec3 LightGridTC;\n",
+"#endif\n",
"#ifdef USEBOUNCEGRID\n",
"dp_varying highp vec3 BounceGridTexCoord;\n",
"#endif\n",
"uniform highp float FogHeightFade;\n",
"vec3 FogVertex(vec4 surfacecolor)\n",
"{\n",
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) || defined(MODE_LIGHTGRID)\n",
" vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n",
"#endif\n",
" float FogPlaneVertexDist = EyeVectorFogDepth.w;\n",
"#ifdef USESHADOWMAPORTHO\n",
"uniform highp mat4 ShadowMapMatrix;\n",
"#endif\n",
+"#ifdef MODE_LIGHTGRID\n",
+"uniform highp mat4 LightGridMatrix;\n",
+"#endif\n",
"#ifdef USEBOUNCEGRID\n",
"uniform highp mat4 BounceGridMatrix;\n",
"#endif\n",
" TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n",
"#endif\n",
"\n",
+"#ifdef MODE_LIGHTGRID\n",
+" LightGridTC = vec3(LightGridMatrix * Attrib_Position);\n",
+"#endif\n",
"#ifdef USEBOUNCEGRID\n",
" BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n",
"#ifdef USEBOUNCEGRIDDIRECTIONAL\n",
"#endif\n",
"\n",
"\n",
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL) || defined(MODE_LIGHTGRID)\n",
"# ifdef USEFOG\n",
" VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n",
" VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n",
"uniform sampler2D Texture_ReflectMask;\n",
"uniform samplerCube Texture_ReflectCube;\n",
"#endif\n",
+"#ifdef MODE_LIGHTGRID\n",
+"uniform sampler3D Texture_LightGrid;\n",
+"uniform mat3 LightGridNormalMatrix;\n",
+"#endif\n",
"#ifdef USEBOUNCEGRID\n",
"uniform sampler3D Texture_BounceGrid;\n",
"uniform float BounceGridIntensity;\n",
"\n",
"\n",
"\n",
+"#ifdef MODE_LIGHTGRID\n",
+" // clamp the LightGrid TC Z coordinate to the first of the 3 layers, to\n",
+" // prevent repeat-artifacts for lightgrids smaller than the visible scene\n",
+" // (which is often the case - the lightgrid bounds is defined by the level\n",
+" // designer and usually matches the playable area, not the scenery around\n",
+" // it), we can rely on GL_CLAMP_TO_EDGE for this in all other directions.\n",
+" vec3 LGTC = vec3(LightGridTC.xy, min(LightGridTC.z, 0.333333));\n",
+" myhalf3 ambientcolor = cast_myhalf3(dp_texture2D(Texture_LightGrid, LGTC));\n",
+" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_LightGrid, LGTC + vec3(0, 0, 0.333333)));\n",
+" myhalf3 lightnormal_worldspace = cast_myhalf3(dp_texture2D(Texture_LightGrid, LGTC + vec3(0, 0, 0.6666667))) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n",
+" myhalf3 lightnormal_modelspace = cast_myhalf3(lightnormal_worldspace * LightGridNormalMatrix);\n",
+" // convert modelspace light vector to tangentspace\n",
+" myhalf3 lightnormal;\n",
+" lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n",
+" lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n",
+" lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));\n",
+" lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n",
+" // now we have the light parameters, so do the shading...\n",
+"SHADEDIFFUSE\n",
+" color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * (ambientcolor + diffuse * lightcolor));\n",
+"#ifdef USESPECULAR\n",
+"SHADESPECULAR(SpecularPower * glosstex.a)\n",
+" color.rgb += glosstex.rgb * (specular * Color_Specular * lightcolor);\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"\n",
+"\n",
"#ifdef MODE_LIGHTDIRECTION\n",
" #define SHADING\n",
" #ifdef USEDIFFUSE\n",