X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=shader_hlsl.h;h=c93d4724ddcf2934344e261e34ccac0a2aa1af2a;hb=eb3110f1151a26dafff642d6214c562a4851de91;hp=41aa34e23e71e89ca4e3ff168c26bbcd939741eb;hpb=383102ae6545d24a9940f7f580d3c240e4a54ddd;p=xonotic%2Fdarkplaces.git diff --git a/shader_hlsl.h b/shader_hlsl.h index 41aa34e2..c93d4724 100644 --- a/shader_hlsl.h +++ b/shader_hlsl.h @@ -27,6 +27,32 @@ "#endif\n" "#endif\n" "\n" +"#ifdef VERTEX_SHADER\n" +"#ifdef USETRIPPY\n" +"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n" +"// tweaked scale\n" +"float4 TrippyVertex(float4 position)\n" +"(\n" +"uniform float ClientTime : register(c2)\n" +")\n" +"{\n" +" float worldTime = ClientTime;\n" +" // tweaked for Quake\n" +" worldTime *= 10.0;\n" +" position *= 0.125;\n" +" //~tweaked for Quake\n" +" float distanceSquared = (position.x * position.x + position.z * position.z);\n" +" position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n" +" float y = position.y;\n" +" float x = position.x;\n" +" float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n" +" position.y = x*sin(om)+y*cos(om);\n" +" position.x = x*cos(om)-y*sin(om);\n" +" return position;\n" +"}\n" +"#endif\n" +"#endif\n" +"\n" "#ifdef MODE_DEPTH_OR_SHADOW\n" "#ifdef VERTEX_SHADER\n" "void main\n" @@ -38,6 +64,9 @@ ")\n" "{\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" " Depth = gl_Position.z;\n" "}\n" "#endif\n" @@ -72,6 +101,9 @@ ")\n" "{\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n" "}\n" "#endif\n" @@ -244,6 +276,9 @@ " TexCoord2 = gl_MultiTexCoord1.xy;\n" "#endif\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif\n" "\n" @@ -348,6 +383,9 @@ " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" " ModelViewProjectionPosition = gl_Position;\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif\n" "\n" @@ -415,6 +453,9 @@ " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" " ModelViewProjectionPosition = gl_Position;\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif\n" "\n" @@ -475,7 +516,7 @@ "float3 FogVertex(float4 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n" "{\n" " float fogfrac;\n" -" float3 fc = Fogcolor;\n" +" float3 fc = FogColor;\n" "#ifdef USEFOGALPHAHACK\n" " fc *= surfacecolor.a;\n" "#endif\n" @@ -495,41 +536,32 @@ "#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" -"float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n" +"float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n" "{\n" +" float i;\n" "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\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" " // amounts to find the impact\n" -" //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n" -" //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n" -" float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n" +" //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_ScaleSteps.x) * float2(-1, 1), -1);\n" +" //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_ScaleSteps.x * float2(-1, 1), -1);\n" +" float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_ScaleSteps.x * float2(-1, 1), -1);\n" " float3 RT = float3(TexCoord, 1);\n" -" OffsetVector *= 0.1;\n" -" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) - 0.5);\n" -" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.5 - 0.25);\n" -" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.25 - 0.125);\n" -" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.125 - 0.0625);\n" -" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.0625 - 0.03125);\n" +" OffsetVector *= OffsetMapping_ScaleSteps.z;\n" +" for(i = 1.0; i < OffsetMapping_ScaleSteps.y; ++i)\n" +" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" +" for(i = 0.0, f = 1.0; i < OffsetMapping_ScaleSteps.w; ++i, f *= 0.5)\n" +" RT += OffsetVector * (step(tex2Dgrad(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" -" //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n" -" //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n" -" float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n" -" OffsetVector *= 0.5;\n" -" TexCoord += OffsetVector * (1.0 - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" -" TexCoord += OffsetVector * (1.0 - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" +" //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_ScaleSteps.x) * float2(-1, 1));\n" +" //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_ScaleSteps.x * float2(-1, 1));\n" +" float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_ScaleSteps.x * float2(-1, 1));\n" +" OffsetVector *= OffsetMapping_ScaleSteps.z;\n" +" for(i = 0.0; i < OffsetMapping_ScaleSteps.y; ++i)\n" +" TexCoord += OffsetVector * (1.0 - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" " return TexCoord;\n" "#endif\n" "}\n" @@ -720,6 +752,9 @@ " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n" " VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" " VectorR.w = gl_Position.z;\n" "}\n" "#endif // VERTEX_SHADER\n" @@ -742,7 +777,7 @@ "uniform sampler Texture_SecondaryGloss : register(s6),\n" "#endif\n" "#ifdef USEOFFSETMAPPING\n" -"uniform float OffsetMapping_Scale : register(c24),\n" +"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n" "#endif\n" "uniform half SpecularPower : register(c36),\n" "#ifdef HLSL\n" @@ -758,7 +793,7 @@ " // apply offsetmapping\n" " float2 dPdx = ddx(TexCoord);\n" " float2 dPdy = ddy(TexCoord);\n" -" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal, dPdx, dPdy);\n" +" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, EyeVector, Texture_Normal, dPdx, dPdy);\n" "# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n" "#else\n" "# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n" @@ -1062,6 +1097,9 @@ "#ifdef USEREFLECTION\n" " ModelViewProjectionPosition = gl_Position;\n" "#endif\n" +"#ifdef USETRIPPY\n" +" gl_Position = TrippyVertex(gl_Position);\n" +"#endif\n" "}\n" "#endif // VERTEX_SHADER\n" "\n" @@ -1169,7 +1207,7 @@ "#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" -"uniform float OffsetMapping_Scale : register(c24),\n" +"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n" "#endif\n" "\n" "#ifdef USEDEFERREDLIGHTMAP\n" @@ -1239,7 +1277,7 @@ " // apply offsetmapping\n" " float2 dPdx = ddx(TexCoord);\n" " float2 dPdy = ddy(TexCoord);\n" -" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal, dPdx, dPdy);\n" +" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, EyeVector, Texture_Normal, dPdx, dPdy);\n" "# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n" "#else\n" "# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n" @@ -1256,6 +1294,11 @@ " color.rgb += half3(offsetMappedTexture2D(Texture_Pants).rgb) * Color_Pants + half3(offsetMappedTexture2D(Texture_Shirt).rgb) * Color_Shirt;\n" "#endif\n" "#ifdef USEVERTEXTEXTUREBLEND\n" +"#ifdef USEBOTHALPHAS\n" +" half4 color2 = half4(tex2D(Texture_SecondaryColor, TexCoord2));\n" +" half terrainblend = clamp(half(gl_FrontColor.a) * color.a, half(1.0 - color2.a), half(1.0));\n" +" color.rgb = lerp(color2.rgb, color.rgb, terrainblend);\n" +"#else\n" " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n" " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n" " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n" @@ -1263,6 +1306,7 @@ " color.a = 1.0;\n" " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n" "#endif\n" +"#endif\n" "\n" " // get the surface normal\n" "#ifdef USEVERTEXTEXTUREBLEND\n" @@ -1450,7 +1494,7 @@ "#endif\n" "\n" "#ifdef USEFOG\n" -" color.rgb = FogVertex(color, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n" +" color.rgb = half3(FogVertex(color, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture));\n" "#endif\n" "\n" " // 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"