X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=shader_glsl.h;h=e924413d44604052812c7ffe4b3fc1a55fbcbdb7;hb=2c92309825604df1e7426f73c2900508386db419;hp=fd94cbcced980d4b44223b8f7a64fa77efb7cdad;hpb=52b8812faa9c358731b61899cc994bcce9849ca6;p=xonotic%2Fdarkplaces.git diff --git a/shader_glsl.h b/shader_glsl.h index fd94cbcc..e924413d 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -2,14 +2,8 @@ "// written by Forest 'LordHavoc' Hale\n" "// shadowmapping enhancements by Lee 'eihrul' Salzman\n" "\n" -"// GL ES shaders use precision modifiers, standard GL does not\n" -"#ifndef GL_ES\n" -"#define lowp\n" -"#define mediump\n" -"#define highp\n" -"#endif\n" -"\n" "#ifdef GLSL130\n" +"precision highp float;\n" "# ifdef VERTEX_SHADER\n" "# define dp_varying out\n" "# define dp_attribute in\n" @@ -20,7 +14,7 @@ "# define dp_attribute in\n" "# endif\n" "# define dp_offsetmapping_dFdx dFdx\n" -"# define dp_offsetmapping_dFdy dFdx\n" +"# define dp_offsetmapping_dFdy dFdy\n" "# define dp_textureGrad textureGrad\n" "# define dp_texture2D texture\n" "# define dp_texture3D texture\n" @@ -41,6 +35,14 @@ "# define dp_shadow2D(a,b) float(shadow2D(a,b))\n" "#endif\n" "\n" +"// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n" +"// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n" +"#ifndef GL_ES\n" +"#define lowp\n" +"#define mediump\n" +"#define highp\n" +"#endif\n" +"\n" "#ifdef VERTEX_SHADER\n" "dp_attribute vec4 Attrib_Position; // vertex\n" "dp_attribute vec4 Attrib_Color; // color\n" @@ -348,15 +350,12 @@ "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D Texture_Normal;\n" "uniform sampler2D Texture_Refraction;\n" -"uniform sampler2D Texture_Reflection;\n" "\n" "uniform mediump vec4 DistortScaleRefractReflect;\n" "uniform mediump vec4 ScreenScaleRefractReflect;\n" "uniform mediump vec4 ScreenCenterRefractReflect;\n" "uniform mediump vec4 RefractColor;\n" "uniform mediump vec4 ReflectColor;\n" -"uniform mediump float ReflectFactor;\n" -"uniform mediump float ReflectOffset;\n" "uniform highp float ClientTime;\n" "#ifdef USENORMALMAPSCROLLBLEND\n" "uniform highp vec2 NormalmapScrollBlend;\n" @@ -370,9 +369,9 @@ " #ifdef USENORMALMAPSCROLLBLEND\n" " vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n" " normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n" -" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n" +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(normal))).xy * DistortScaleRefractReflect.xy;\n" " #else\n" -" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n" +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n" " #endif\n" " // FIXME temporary hack to detect the case that the reflection\n" " // gets blackened at edges due to leaving the area that contains actual\n" @@ -609,11 +608,12 @@ "#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" -"uniform mediump vec3 OffsetMapping_ScaleSteps;\n" +"uniform mediump vec4 OffsetMapping_ScaleSteps;\n" "vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n" "{\n" " float i;\n" "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" +" float f;\n" " // 14 sample relief mapping: linear search and then binary search\n" " // this basically steps forward a small amount repeatedly until it finds\n" " // itself inside solid, then jitters forward and back using decreasing\n" @@ -625,11 +625,8 @@ " OffsetVector *= OffsetMapping_ScaleSteps.z;\n" " for(i = 1.0; i < OffsetMapping_ScaleSteps.y; ++i)\n" " RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) - 0.5);\n" -" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.5 - 0.25);\n" -" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.25 - 0.125);\n" -" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.125 - 0.0625);\n" -" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.0625 - 0.03125);\n" +" for(i = 0.0, f = 1.0; i < OffsetMapping_ScaleSteps.w; ++i, f *= 0.5)\n" +" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n" " return RT.xy;\n" "#else\n" " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n" @@ -917,22 +914,26 @@ " fade *= ShadowMapCompare(CubeVector);\n" "#endif\n" "\n" -"#ifdef USEDIFFUSE\n" -" gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n" -"#else\n" -" gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n" -"#endif\n" "#ifdef USESPECULAR\n" +" gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n" " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n" -"#else\n" -" gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n" -"#endif\n" -"\n" "# ifdef USECUBEFILTER\n" " vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n" " gl_FragData[0].rgb *= cubecolor;\n" " gl_FragData[1].rgb *= cubecolor;\n" "# endif\n" +"#else\n" +"# ifdef USEDIFFUSE\n" +" gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n" +"# else\n" +" gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n" +"# endif\n" +"# ifdef USECUBEFILTER\n" +" vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n" +" gl_FragColor.rgb *= cubecolor;\n" +"# endif\n" +"#endif\n" +" \n" "}\n" "#endif // FRAGMENT_SHADER\n" "#else // !MODE_DEFERREDLIGHTSOURCE\n" @@ -971,6 +972,9 @@ "\n" "#ifdef USEBOUNCEGRID\n" " BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n" +"#ifdef USEBOUNCEGRIDDIRECTIONAL\n" +" BounceGridTexCoord.z *= 0.125;\n" +"#endif\n" "#endif\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" @@ -1025,7 +1029,7 @@ "# endif\n" "#endif\n" "\n" -" // transform vertex to camera space, using ftransform to match non-VS rendering\n" +" // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" "\n" "#ifdef USESHADOWMAPORTHO\n" @@ -1075,6 +1079,7 @@ "#ifdef USEBOUNCEGRID\n" "uniform sampler3D Texture_BounceGrid;\n" "uniform float BounceGridIntensity;\n" +"uniform highp mat4 BounceGridMatrix;\n" "#endif\n" "uniform highp float ClientTime;\n" "#ifdef USENORMALMAPSCROLLBLEND\n" @@ -1269,14 +1274,24 @@ "\n" "#ifdef USEBOUNCEGRID\n" "#ifdef USEBOUNCEGRIDDIRECTIONAL\n" -" myhalf4 bouncegrid_coeff1 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n" -" myhalf4 bouncegrid_coeff2 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.25))) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n" -" myhalf4 bouncegrid_coeff3 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.50))) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n" -" // bouncegrid_coeff4 is the bentnormal (average light direction), if that is useful for anything (can be used for specular)\n" -"// myhalf4 bouncegrid_coeff4 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.75))) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n" -" myhalf4 bouncegrid_dir = myhalf4((surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz), 1.0);\n" -" myhalf3 bouncegrid_light = myhalf3(dot(bouncegrid_coeff1, bouncegrid_dir), dot(bouncegrid_coeff2, bouncegrid_dir), dot(bouncegrid_coeff3, bouncegrid_dir));\n" +"// myhalf4 bouncegrid_coeff1 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord ));\n" +"// myhalf4 bouncegrid_coeff2 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n" +" myhalf4 bouncegrid_coeff3 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n" +" myhalf4 bouncegrid_coeff4 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n" +" myhalf4 bouncegrid_coeff5 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n" +" myhalf4 bouncegrid_coeff6 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n" +" myhalf4 bouncegrid_coeff7 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n" +" myhalf4 bouncegrid_coeff8 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n" +" myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n" +" myhalf3 bouncegrid_dirp = max(myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n" +" myhalf3 bouncegrid_dirn = max(myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n" +"// bouncegrid_dirp = bouncegrid_dirn = myhalf3(1.0,1.0,1.0);\n" +" myhalf3 bouncegrid_light = myhalf3(\n" +" dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n" +" dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n" +" dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n" " color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n" +"// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n" "#else\n" " color.rgb += diffusetex * myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n" "#endif\n"