//=======================================================================================================================================================
static const char *builtinshaderstring =
+"/* The engine may define the following macros:\n"
+"#define VERTEX_SHADER\n"
+"#define GEOMETRY_SHADER\n"
+"#define FRAGMENT_SHADER\n"
+"#define MODE_GENERIC\n"
+"#define MODE_POSTPROCESS\n"
+"#define MODE_DEPTH_OR_SHADOW\n"
+"#define MODE_FLATCOLOR\n"
+"#define MODE_VERTEXCOLOR\n"
+"#define MODE_LIGHTMAP\n"
+"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
+"#define MODE_LIGHTDIRECTION\n"
+"#define MODE_LIGHTSOURCE\n"
+"#define MODE_REFRACTION\n"
+"#define MODE_WATER\n"
+"#define MODE_SHOWDEPTH\n"
+"#define MODE_DEFERREDGEOMETRY\n"
+"#define MODE_DEFERREDLIGHTSOURCE\n"
+"#define USEDIFFUSE\n"
+"#define USEVERTEXTEXTUREBLEND\n"
+"#define USEVIEWTINT\n"
+"#define USECOLORMAPPING\n"
+"#define USESATURATION\n"
+"#define USEFOGINSIDE\n"
+"#define USEFOGOUTSIDE\n"
+"#define USEFOGHEIGHTTEXTURE\n"
+"#define USEGAMMARAMPS\n"
+"#define USECUBEFILTER\n"
+"#define USEGLOW\n"
+"#define USEBLOOM\n"
+"#define USESPECULAR\n"
+"#define USEPOSTPROCESSING\n"
+"#define USEEXACTSPECULARMATH\n"
+"#define USEREFLECTION\n"
+"#define USEOFFSETMAPPING\n"
+"#define USEOFFSETMAPPING_RELIEFMAPPING\n"
+"#define USESHADOWMAPRECT\n"
+"#define USESHADOWMAPCUBE\n"
+"#define USESHADOWMAP2D\n"
+"#define USESHADOWMAPPCF 1\n"
+"#define USESHADOWMAPPCF 2\n"
+"#define USESHADOWSAMPLER\n"
+"#define USESHADOWMAPVSDCT\n"
+"#define USESHADOWMAPORTHO\n"
+"#define USEDEFERREDLIGHTMAP\n"
+"#define USEALPHAKILL\n"
+"#define USEREFLECTCUBE\n"
+"*/\n"
"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
"// written by Forest 'LordHavoc' Hale\n"
"// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
"uniform sampler2D Texture_First;\n"
"#ifdef USEBLOOM\n"
"uniform sampler2D Texture_Second;\n"
+"uniform vec4 BloomColorSubtract;\n"
"#endif\n"
"#ifdef USEGAMMARAMPS\n"
"uniform sampler2D Texture_GammaRamps;\n"
"{\n"
" gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
"#ifdef USEBLOOM\n"
-" gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
+" gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
"#endif\n"
"#ifdef USEVIEWTINT\n"
" gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
"#endif\n"
"\n"
"#ifdef FRAGMENT_SHADER\n"
+"#ifdef HLSL\n"
+"//#undef USESHADOWMAPPCF\n"
+"//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
+"#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
+"#else\n"
"#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
"#endif\n"
+"#endif\n"
"\n"
"#ifdef MODE_DEPTH_OR_SHADOW\n"
"#ifdef VERTEX_SHADER\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix,\n"
-"out float4 gl_Position : POSITION\n"
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
+"out float4 gl_Position : POSITION,\n"
+"out float Depth : TEXCOORD0\n"
")\n"
"{\n"
" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
+" Depth = gl_Position.z;\n"
+"}\n"
+"#endif\n"
+"\n"
+"#ifdef FRAGMENT_SHADER\n"
+"void main\n"
+"(\n"
+"float Depth : TEXCOORD0,\n"
+"out float4 gl_FragColor : COLOR\n"
+")\n"
+"{\n"
+"// float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
+" float3 temp = float3(Depth,Depth*256.0,Depth*65536.0);\n"
+" temp.yz -= floor(temp.yz);\n"
+" gl_FragColor = float4(temp,0);\n"
+"// gl_FragColor = float4(Depth,0,0,0);\n"
"}\n"
"#endif\n"
"#else // !MODE_DEPTH_ORSHADOW\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix,\n"
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
"out float4 gl_Position : POSITION,\n"
"out float4 gl_FrontColor : COLOR0\n"
")\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix,\n"
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord1 : TEXCOORD4,\n"
+"float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
"out float4 gl_Position : POSITION,\n"
"out float2 TexCoord1 : TEXCOORD0,\n"
"out float2 TexCoord2 : TEXCOORD1\n"
" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
" TexCoord1 = gl_MultiTexCoord0.xy;\n"
"#ifdef USEBLOOM\n"
-" TexCoord2 = gl_MultiTexCoord1.xy;\n"
+" TexCoord2 = gl_MultiTexCoord4.xy;\n"
"#endif\n"
"}\n"
"#endif\n"
"(\n"
"float2 TexCoord1 : TEXCOORD0,\n"
"float2 TexCoord2 : TEXCOORD1,\n"
-"uniform sampler2D Texture_First,\n"
+"uniform sampler Texture_First : register(s0),\n"
"#ifdef USEBLOOM\n"
-"uniform sampler2D Texture_Second,\n"
+"uniform sampler Texture_Second : register(s1),\n"
"#endif\n"
"#ifdef USEGAMMARAMPS\n"
-"uniform sampler2D Texture_GammaRamps,\n"
+"uniform sampler Texture_GammaRamps : register(s2),\n"
"#endif\n"
"#ifdef USESATURATION\n"
-"uniform float Saturation,\n"
+"uniform float Saturation : register(c30),\n"
"#endif\n"
"#ifdef USEVIEWTINT\n"
-"uniform float4 ViewTintColor,\n"
-"#endif\n"
-"uniform float4 UserVec1,\n"
-"uniform float4 UserVec2,\n"
-"uniform float4 UserVec3,\n"
-"uniform float4 UserVec4,\n"
-"uniform float ClientTime,\n"
-"uniform float2 PixelSize,\n"
+"uniform float4 ViewTintColor : register(c41),\n"
+"#endif\n"
+"uniform float4 UserVec1 : register(c37),\n"
+"uniform float4 UserVec2 : register(c38),\n"
+"uniform float4 UserVec3 : register(c39),\n"
+"uniform float4 UserVec4 : register(c40),\n"
+"uniform float ClientTime : register(c2),\n"
+"uniform float2 PixelSize : register(c25),\n"
+"uniform float4 BloomColorSubtract : register(c43),\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"{\n"
" gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
"#ifdef USEBLOOM\n"
-" gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
+" gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
"#endif\n"
"#ifdef USEVIEWTINT\n"
" gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
"#ifdef USEPOSTPROCESSING\n"
"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
"// 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"
+" float sobel = 1.0;\n"
+" // float2 ts = textureSize(Texture_First, 0);\n"
+" // float2 px = float2(1/ts.x, 1/ts.y);\n"
+" float2 px = PixelSize;\n"
+" float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
+" float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
+" float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
+" float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
+" float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
+" float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
+" float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
+" float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
+" float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
+" float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
+" float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
+" float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
+" float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
+" float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
+" float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
+" float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
+" float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
+" float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
+" float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
+" float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
+" float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
+" float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
+" float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
+" float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
+" sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
-" gl_FragColor /= (1 + 5 * UserVec1.y);\n"
+" gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
+" gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
"#endif\n"
"\n"
"#ifdef USESATURATION\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix,\n"
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
"float4 gl_Color : COLOR0,\n"
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
"out float2 TexCoord2 : TEXCOORD1\n"
")\n"
"{\n"
-" gl_FrontColor = gl_Color;\n"
+"#ifdef HLSL\n"
+" gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
+"#else\n"
+" gl_FrontColor = gl_Color; // Cg is forward\n"
+"#endif\n"
"#ifdef USEDIFFUSE\n"
" TexCoord1 = gl_MultiTexCoord0.xy;\n"
"#endif\n"
"\n"
"void main\n"
"(\n"
-"float4 gl_FrontColor : COLOR,\n"
+"float4 gl_FrontColor : COLOR0,\n"
"float2 TexCoord1 : TEXCOORD0,\n"
"float2 TexCoord2 : TEXCOORD1,\n"
"#ifdef USEDIFFUSE\n"
-"uniform sampler2D Texture_First,\n"
+"uniform sampler Texture_First : register(s0),\n"
"#endif\n"
"#ifdef USESPECULAR\n"
-"uniform sampler2D Texture_Second,\n"
+"uniform sampler Texture_Second : register(s1),\n"
"#endif\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix,\n"
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
"out float4 gl_Position : POSITION,\n"
"out float2 TexCoord : TEXCOORD0\n"
"void main\n"
"(\n"
"float2 TexCoord : TEXCOORD0,\n"
-"uniform sampler2D Texture_First,\n"
-"uniform float4 BloomBlur_Parameters,\n"
+"uniform sampler Texture_First : register(s0),\n"
+"uniform float4 BloomBlur_Parameters : register(c1),\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"{\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix,\n"
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"uniform float4x4 TexMatrix,\n"
-"uniform float3 EyePosition,\n"
+"uniform float4x4 TexMatrix : register(c0),\n"
+"uniform float3 EyePosition : register(c24),\n"
"out float4 gl_Position : POSITION,\n"
"out float2 TexCoord : TEXCOORD0,\n"
"out float3 EyeVector : TEXCOORD1,\n"
"out float4 ModelViewProjectionPosition : TEXCOORD2\n"
")\n"
"{\n"
-" TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
+" TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
" ModelViewProjectionPosition = gl_Position;\n"
"}\n"
"float2 TexCoord : TEXCOORD0,\n"
"float3 EyeVector : TEXCOORD1,\n"
"float4 ModelViewProjectionPosition : TEXCOORD2,\n"
-"uniform sampler2D Texture_Normal,\n"
-"uniform sampler2D Texture_Refraction,\n"
-"uniform sampler2D Texture_Reflection,\n"
-"uniform float4 DistortScaleRefractReflect,\n"
-"uniform float4 ScreenScaleRefractReflect,\n"
-"uniform float4 ScreenCenterRefractReflect,\n"
-"uniform float4 RefractColor,\n"
+"uniform sampler Texture_Normal : register(s0),\n"
+"uniform sampler Texture_Refraction : register(s3),\n"
+"uniform sampler Texture_Reflection : register(s7),\n"
+"uniform float4 DistortScaleRefractReflect : register(c14),\n"
+"uniform float4 ScreenScaleRefractReflect : register(c32),\n"
+"uniform float4 ScreenCenterRefractReflect : register(c31),\n"
+"uniform float4 RefractColor : register(c29),\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"{\n"
" float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
-" //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
+" //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
" float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-" float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
+" float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\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"
" // content.\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix,\n"
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"uniform float4x4 TexMatrix,\n"
-"uniform float3 EyePosition,\n"
+"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
+"float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
+"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
+"uniform float4x4 TexMatrix : register(c0),\n"
+"uniform float3 EyePosition : register(c24),\n"
"out float4 gl_Position : POSITION,\n"
"out float2 TexCoord : TEXCOORD0,\n"
"out float3 EyeVector : TEXCOORD1,\n"
"out float4 ModelViewProjectionPosition : TEXCOORD2\n"
")\n"
"{\n"
-" TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
+" TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
"float2 TexCoord : TEXCOORD0,\n"
"float3 EyeVector : TEXCOORD1,\n"
"float4 ModelViewProjectionPosition : TEXCOORD2,\n"
-"uniform sampler2D Texture_Normal,\n"
-"uniform sampler2D Texture_Refraction,\n"
-"uniform sampler2D Texture_Reflection,\n"
-"uniform float4 DistortScaleRefractReflect,\n"
-"uniform float4 ScreenScaleRefractReflect,\n"
-"uniform float4 ScreenCenterRefractReflect,\n"
-"uniform float4 RefractColor,\n"
-"uniform float4 ReflectColor,\n"
-"uniform float ReflectFactor,\n"
-"uniform float ReflectOffset,\n"
+"uniform sampler Texture_Normal : register(s0),\n"
+"uniform sampler Texture_Refraction : register(s3),\n"
+"uniform sampler Texture_Reflection : register(s7),\n"
+"uniform float4 DistortScaleRefractReflect : register(c14),\n"
+"uniform float4 ScreenScaleRefractReflect : register(c32),\n"
+"uniform float4 ScreenCenterRefractReflect : register(c31),\n"
+"uniform float4 RefractColor : register(c29),\n"
+"uniform float4 ReflectColor : register(c26),\n"
+"uniform float ReflectFactor : register(c27),\n"
+"uniform float ReflectOffset : register(c28),\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"{\n"
" float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
" float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-" float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
+" //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
+" float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xyxy * DistortScaleRefractReflect;\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"
" // content.\n"
"#ifdef FRAGMENT_SHADER\n"
"\n"
"#ifdef USEFOG\n"
-"float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
+"float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
"{\n"
" float fogfrac;\n"
"#ifdef USEFOGHEIGHTTEXTURE\n"
"#endif\n"
"\n"
"#ifdef USEOFFSETMAPPING\n"
-"float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
+"float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
"{\n"
"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
" // 14 sample relief mapping: linear search and then binary search\n"
" float4 proj = float4(dir, 2.5);\n"
" if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
" if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
+"#ifdef HLSL\n"
+" return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
+"#else\n"
" float2 aparams = ShadowMap_Parameters.xy / ma;\n"
" return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
+"#endif\n"
"}\n"
"# endif\n"
"# endif\n"
"#ifdef USESHADOWMAPCUBE\n"
"float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
"{\n"
-" float3 adir = abs(dir);\n"
-" return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
+" float3 adir = abs(dir);\n"
+" return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
"}\n"
"#endif\n"
"\n"
"\n"
"# ifdef USESHADOWMAPPCF\n"
"# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
-" f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
+" f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
"# else\n"
-" f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
+" f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
"# endif\n"
"\n"
"# else\n"
"# ifdef USESHADOWMAPPCF\n"
"# if USESHADOWMAPPCF > 1\n"
"# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
-" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
-" float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
-" float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
-" float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
-" float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
-" float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
-" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
+" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
+" float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
+" float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
+" float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
+" float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
+" float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
+" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
"# else\n"
"# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
-" float2 offset = frac(shadowmaptc.xy);\n"
-" float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
-" float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
-" float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
-" float3 cols = row2 + lerp(row1, row3, offset.y);\n"
-" f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
+" float2 offset = frac(shadowmaptc.xy);\n"
+" float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+" float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
+" float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
+" float3 cols = row2 + lerp(row1, row3, offset.y);\n"
+" f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
"# endif\n"
"# else\n"
-" f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
+" f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
"# endif\n"
"\n"
"# endif\n"
"\n"
"# ifdef USESHADOWMAP2D\n"
"#ifdef USESHADOWMAPVSDCT\n"
-"float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
+"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
"#else\n"
-"float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
+"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
"#endif\n"
"{\n"
"#ifdef USESHADOWMAPVSDCT\n"
"#else\n"
" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
"#endif\n"
-" float f;\n"
+" float f;\n"
"\n"
"# ifdef USESHADOWSAMPLER\n"
"# ifdef USESHADOWMAPPCF\n"
-"# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
-" float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
-" f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
+"# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
+" float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
+" f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
"# else\n"
-" f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
+" f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
"# endif\n"
"# else\n"
"# ifdef USESHADOWMAPPCF\n"
"# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
"# ifdef GL_ARB_texture_gather\n"
-"# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
+"# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
+"# else\n"
+"# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
+"# endif\n"
+" float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
+"# if USESHADOWMAPPCF > 1\n"
+" float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
+" float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
+" float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
+" float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
+" float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
+" float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
+" float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
+" float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
+" float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
+" float4 locols = float4(group1.ab, group3.ab);\n"
+" float4 hicols = float4(group7.rg, group9.rg);\n"
+" locols.yz += group2.ab;\n"
+" hicols.yz += group8.rg;\n"
+" float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
+" float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
+" lerp(locols, hicols, offset.y);\n"
+" float4 cols = group5 + float4(group2.rg, group8.ab);\n"
+" cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
+" f = dot(cols, float4(1.0/25.0));\n"
"# else\n"
-"# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
+" float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
+" float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
+" float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
+" float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
+" float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
+" lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
+" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
"# endif\n"
-" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
-" center *= ShadowMap_TextureScale;\n"
-" float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
-" float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
-" float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
-" float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
-" float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
-" lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
-" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
"# else\n"
-"# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
+"# ifdef GL_EXT_gpu_shader4\n"
+"# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
+"# else\n"
+"# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
+"# endif\n"
"# if USESHADOWMAPPCF > 1\n"
-" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
-" center *= ShadowMap_TextureScale;\n"
-" float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
-" float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
-" float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
-" float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
-" float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
-" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
+" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
+" center *= ShadowMap_TextureScale;\n"
+" float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
+" float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
+" float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
+" float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
+" float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
+" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
"# else\n"
-" float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
-" float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
-" float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
-" float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
-" float3 cols = row2 + lerp(row1, row3, offset.y);\n"
-" f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
+" float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
+" float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+" float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
+" float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
+" float3 cols = row2 + lerp(row1, row3, offset.y);\n"
+" f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
"# endif\n"
"# endif\n"
"# else\n"
-" f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
+" f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
"# endif\n"
"# endif\n"
"# ifdef USESHADOWMAPORTHO\n"
"# ifdef USESHADOWMAPCUBE\n"
"float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
"{\n"
-" // apply depth texture cubemap as light filter\n"
-" float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
-" float f;\n"
+" // apply depth texture cubemap as light filter\n"
+" float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
+" float f;\n"
"# ifdef USESHADOWSAMPLER\n"
-" f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
+" f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
"# else\n"
-" f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
+" f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
"# endif\n"
-" return f;\n"
+" return f;\n"
"}\n"
"# endif\n"
-"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
+"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
"#endif // FRAGMENT_SHADER\n"
"\n"
"\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix,\n"
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
"float4 gl_Color : COLOR0,\n"
"#endif\n"
"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
"float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
-"uniform float4x4 TexMatrix,\n"
+"uniform float4x4 TexMatrix : register(c0),\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform float4x4 BackgroundTexMatrix,\n"
+"uniform float4x4 BackgroundTexMatrix : register(c4),\n"
"#endif\n"
-"uniform float4x4 ModelViewMatrix,\n"
+"uniform float4x4 ModelViewMatrix : register(c12),\n"
"#ifdef USEOFFSETMAPPING\n"
-"uniform float3 EyePosition,\n"
+"uniform float3 EyePosition : register(c24),\n"
"#endif\n"
"out float4 gl_Position : POSITION,\n"
"out float4 gl_FrontColor : COLOR,\n"
"{\n"
" TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-" gl_FrontColor = gl_Color;\n"
+"#ifdef HLSL\n"
+" gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
+"#else\n"
+" gl_FrontColor = gl_Color; // Cg is forward\n"
+"#endif\n"
" TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
"#endif\n"
"\n"
"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
-"uniform sampler2D Texture_Normal,\n"
+"uniform sampler Texture_Normal : register(s0),\n"
"#ifdef USEALPHAKILL\n"
-"uniform sampler2D Texture_Color,\n"
+"uniform sampler Texture_Color : register(s1),\n"
"#endif\n"
-"uniform sampler2D Texture_Gloss,\n"
+"uniform sampler Texture_Gloss : register(s2),\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform sampler2D Texture_SecondaryNormal,\n"
-"uniform sampler2D Texture_SecondaryGloss,\n"
+"uniform sampler Texture_SecondaryNormal : register(s4),\n"
+"uniform sampler Texture_SecondaryGloss : register(s6),\n"
"#endif\n"
"#ifdef USEOFFSETMAPPING\n"
-"uniform float OffsetMapping_Scale,\n"
+"uniform float OffsetMapping_Scale : register(c24),\n"
"#endif\n"
-"uniform half SpecularPower,\n"
+"uniform half SpecularPower : register(c36),\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"{\n"
"#endif\n"
"\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-" float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
-" float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
+" float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
+" float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
"#else\n"
-" float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
+" float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
" float a = tex2D(Texture_Gloss, TexCoord).a;\n"
"#endif\n"
"\n"
-" gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
+" gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
"}\n"
"#endif // FRAGMENT_SHADER\n"
"#else // !MODE_DEFERREDGEOMETRY\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix,\n"
-"uniform float4x4 ModelViewMatrix,\n"
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
+"uniform float4x4 ModelViewMatrix : register(c12),\n"
"out float4 gl_Position : POSITION,\n"
"out float4 ModelViewPosition : TEXCOORD0\n"
")\n"
"#ifdef FRAGMENT_SHADER\n"
"void main\n"
"(\n"
+"#ifdef HLSL\n"
+"float2 Pixel : VPOS,\n"
+"#else\n"
"float2 Pixel : WPOS,\n"
+"#endif\n"
"float4 ModelViewPosition : TEXCOORD0,\n"
-"uniform float4x4 ViewToLight,\n"
-"uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
-"uniform float3 LightPosition,\n"
-"uniform half2 PixelToScreenTexCoord,\n"
-"uniform half3 DeferredColor_Ambient,\n"
-"uniform half3 DeferredColor_Diffuse,\n"
+"uniform float4x4 ViewToLight : register(c44),\n"
+"uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
+"uniform float3 LightPosition : register(c23),\n"
+"uniform half2 PixelToScreenTexCoord : register(c42),\n"
+"uniform half3 DeferredColor_Ambient : register(c9),\n"
+"uniform half3 DeferredColor_Diffuse : register(c10),\n"
"#ifdef USESPECULAR\n"
-"uniform half3 DeferredColor_Specular,\n"
-"uniform half SpecularPower,\n"
+"uniform half3 DeferredColor_Specular : register(c11),\n"
+"uniform half SpecularPower : register(c36),\n"
"#endif\n"
-"uniform sampler2D Texture_Attenuation,\n"
-"uniform sampler2D Texture_ScreenDepth,\n"
-"uniform sampler2D Texture_ScreenNormalMap,\n"
+"uniform sampler Texture_Attenuation : register(s9),\n"
+"uniform sampler Texture_ScreenDepth : register(s13),\n"
+"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
"\n"
"#ifdef USECUBEFILTER\n"
-"uniform samplerCUBE Texture_Cube,\n"
+"uniform samplerCUBE Texture_Cube : register(s10),\n"
"#endif\n"
"\n"
"#ifdef USESHADOWMAPRECT\n"
"# ifdef USESHADOWSAMPLER\n"
-"uniform samplerRECTShadow Texture_ShadowMapRect,\n"
+"uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
"# else\n"
-"uniform samplerRECT Texture_ShadowMapRect,\n"
+"uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
"# endif\n"
"#endif\n"
"\n"
"#ifdef USESHADOWMAP2D\n"
"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler2DShadow Texture_ShadowMap2D,\n"
+"uniform sampler Texture_ShadowMap2D : register(s11),\n"
"# else\n"
-"uniform sampler2D Texture_ShadowMap2D,\n"
+"uniform sampler Texture_ShadowMap2D : register(s11),\n"
"# endif\n"
"#endif\n"
"\n"
"#ifdef USESHADOWMAPVSDCT\n"
-"uniform samplerCUBE Texture_CubeProjection,\n"
+"uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
"#endif\n"
"\n"
"#ifdef USESHADOWMAPCUBE\n"
"# ifdef USESHADOWSAMPLER\n"
-"uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
+"uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
"# else\n"
-"uniform samplerCUBE Texture_ShadowMapCube,\n"
+"uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
"# endif\n"
"#endif\n"
"\n"
"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
-"uniform float2 ShadowMap_TextureScale,\n"
-"uniform float4 ShadowMap_Parameters,\n"
+"uniform float2 ShadowMap_TextureScale : register(c35),\n"
+"uniform float4 ShadowMap_Parameters : register(c34),\n"
"#endif\n"
"\n"
"out float4 gl_FragData0 : COLOR0,\n"
" position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
" // decode viewspace pixel normal\n"
-" half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
-" half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
+" half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
+" half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
" // surfacenormal = pixel normal in viewspace\n"
" // LightVector = pixel to light in viewspace\n"
" // CubeVector = position in lightspace\n"
" // eyevector = pixel to view in viewspace\n"
-" float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
-" half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
+" float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
+" half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
"#ifdef USEDIFFUSE\n"
" // calculate diffuse shading\n"
" half3 lightnormal = half3(normalize(LightPosition - position));\n"
"# ifdef USEEXACTSPECULARMATH\n"
" half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
"# else\n"
-" half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
+" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
" half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
"# endif\n"
"#endif\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix,\n"
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
"float4 gl_Color : COLOR0,\n"
"#endif\n"
"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
"float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
"\n"
-"uniform float3 EyePosition,\n"
-"uniform float4x4 TexMatrix,\n"
+"uniform float3 EyePosition : register(c24),\n"
+"uniform float4x4 TexMatrix : register(c0),\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform float4x4 BackgroundTexMatrix,\n"
+"uniform float4x4 BackgroundTexMatrix : register(c4),\n"
"#endif\n"
"#ifdef MODE_LIGHTSOURCE\n"
-"uniform float4x4 ModelToLight,\n"
+"uniform float4x4 ModelToLight : register(c20),\n"
"#endif\n"
"#ifdef MODE_LIGHTSOURCE\n"
-"uniform float3 LightPosition,\n"
+"uniform float3 LightPosition : register(c27),\n"
"#endif\n"
"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform float3 LightDir,\n"
+"uniform float3 LightDir : register(c26),\n"
"#endif\n"
-"uniform float4 FogPlane,\n"
+"uniform float4 FogPlane : register(c25),\n"
"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform float3 LightPosition,\n"
+"uniform float3 LightPosition : register(c27),\n"
"#endif\n"
"#ifdef USESHADOWMAPORTHO\n"
-"uniform float4x4 ShadowMapMatrix,\n"
+"uniform float4x4 ShadowMapMatrix : register(c16),\n"
"#endif\n"
"\n"
"out float4 gl_FrontColor : COLOR,\n"
")\n"
"{\n"
"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
-" gl_FrontColor = gl_Color;\n"
+"#ifdef HLSL\n"
+" gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
+"#else\n"
+" gl_FrontColor = gl_Color; // Cg is forward\n"
+"#endif\n"
"#endif\n"
" // copy the surface texcoord\n"
" TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
" TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
"#endif\n"
"#ifdef USELIGHTMAP\n"
-" TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
+" TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
"#endif\n"
"\n"
"#ifdef MODE_LIGHTSOURCE\n"
" // transform vertex position into light attenuation/cubemap space\n"
" // (-1 to +1 across the light box)\n"
-" CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
+" CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
"\n"
"# ifdef USEDIFFUSE\n"
" // transform unnormalized light direction into tangent space\n"
" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
"\n"
"#ifdef USESHADOWMAPORTHO\n"
-" ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
+" ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
"#endif\n"
"\n"
"#ifdef USEREFLECTION\n"
"void main\n"
"(\n"
"#ifdef USEDEFERREDLIGHTMAP\n"
+"#ifdef HLSL\n"
+"float2 Pixel : VPOS,\n"
+"#else\n"
"float2 Pixel : WPOS,\n"
"#endif\n"
+"#endif\n"
"float4 gl_FrontColor : COLOR,\n"
"float4 TexCoordBoth : TEXCOORD0,\n"
"#ifdef USELIGHTMAP\n"
"float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
"#endif\n"
"\n"
-"uniform sampler2D Texture_Normal,\n"
-"uniform sampler2D Texture_Color,\n"
+"uniform sampler Texture_Normal : register(s0),\n"
+"uniform sampler Texture_Color : register(s1),\n"
"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"uniform sampler2D Texture_Gloss,\n"
+"uniform sampler Texture_Gloss : register(s2),\n"
"#endif\n"
"#ifdef USEGLOW\n"
-"uniform sampler2D Texture_Glow,\n"
+"uniform sampler Texture_Glow : register(s3),\n"
"#endif\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform sampler2D Texture_SecondaryNormal,\n"
-"uniform sampler2D Texture_SecondaryColor,\n"
+"uniform sampler Texture_SecondaryNormal : register(s4),\n"
+"uniform sampler Texture_SecondaryColor : register(s5),\n"
"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"uniform sampler2D Texture_SecondaryGloss,\n"
+"uniform sampler Texture_SecondaryGloss : register(s6),\n"
"#endif\n"
"#ifdef USEGLOW\n"
-"uniform sampler2D Texture_SecondaryGlow,\n"
+"uniform sampler Texture_SecondaryGlow : register(s7),\n"
"#endif\n"
"#endif\n"
"#ifdef USECOLORMAPPING\n"
-"uniform sampler2D Texture_Pants,\n"
-"uniform sampler2D Texture_Shirt,\n"
+"uniform sampler Texture_Pants : register(s4),\n"
+"uniform sampler Texture_Shirt : register(s7),\n"
"#endif\n"
"#ifdef USEFOG\n"
-"uniform sampler2D Texture_FogHeightTexture,\n"
-"uniform sampler2D Texture_FogMask,\n"
+"uniform sampler Texture_FogHeightTexture : register(s14),\n"
+"uniform sampler Texture_FogMask : register(s8),\n"
"#endif\n"
"#ifdef USELIGHTMAP\n"
-"uniform sampler2D Texture_Lightmap,\n"
+"uniform sampler Texture_Lightmap : register(s9),\n"
"#endif\n"
"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"uniform sampler2D Texture_Deluxemap,\n"
+"uniform sampler Texture_Deluxemap : register(s10),\n"
"#endif\n"
"#ifdef USEREFLECTION\n"
-"uniform sampler2D Texture_Reflection,\n"
+"uniform sampler Texture_Reflection : register(s7),\n"
"#endif\n"
"\n"
"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform sampler2D Texture_ScreenDepth,\n"
-"uniform sampler2D Texture_ScreenNormalMap,\n"
+"uniform sampler Texture_ScreenDepth : register(s13),\n"
+"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
"#endif\n"
"#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform sampler2D Texture_ScreenDiffuse,\n"
-"uniform sampler2D Texture_ScreenSpecular,\n"
+"uniform sampler Texture_ScreenDiffuse : register(s11),\n"
+"uniform sampler Texture_ScreenSpecular : register(s12),\n"
"#endif\n"
"\n"
"#ifdef USECOLORMAPPING\n"
-"uniform half3 Color_Pants,\n"
-"uniform half3 Color_Shirt,\n"
+"uniform half3 Color_Pants : register(c7),\n"
+"uniform half3 Color_Shirt : register(c8),\n"
"#endif\n"
"#ifdef USEFOG\n"
-"uniform float3 FogColor,\n"
-"uniform float FogRangeRecip,\n"
-"uniform float FogPlaneViewDist,\n"
-"uniform float FogHeightFade,\n"
+"uniform float3 FogColor : register(c16),\n"
+"uniform float FogRangeRecip : register(c20),\n"
+"uniform float FogPlaneViewDist : register(c19),\n"
+"uniform float FogHeightFade : register(c17),\n"
"#endif\n"
"\n"
"#ifdef USEOFFSETMAPPING\n"
-"uniform float OffsetMapping_Scale,\n"
+"uniform float OffsetMapping_Scale : register(c24),\n"
"#endif\n"
"\n"
"#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform half2 PixelToScreenTexCoord,\n"
-"uniform half3 DeferredMod_Diffuse,\n"
-"uniform half3 DeferredMod_Specular,\n"
-"#endif\n"
-"uniform half3 Color_Ambient,\n"
-"uniform half3 Color_Diffuse,\n"
-"uniform half3 Color_Specular,\n"
-"uniform half SpecularPower,\n"
+"uniform half2 PixelToScreenTexCoord : register(c42),\n"
+"uniform half3 DeferredMod_Diffuse : register(c12),\n"
+"uniform half3 DeferredMod_Specular : register(c13),\n"
+"#endif\n"
+"uniform half3 Color_Ambient : register(c3),\n"
+"uniform half3 Color_Diffuse : register(c4),\n"
+"uniform half3 Color_Specular : register(c5),\n"
+"uniform half SpecularPower : register(c36),\n"
"#ifdef USEGLOW\n"
-"uniform half3 Color_Glow,\n"
+"uniform half3 Color_Glow : register(c6),\n"
"#endif\n"
-"uniform half Alpha,\n"
+"uniform half Alpha : register(c0),\n"
"#ifdef USEREFLECTION\n"
-"uniform float4 DistortScaleRefractReflect,\n"
-"uniform float4 ScreenScaleRefractReflect,\n"
-"uniform float4 ScreenCenterRefractReflect,\n"
-"uniform half4 ReflectColor,\n"
+"uniform float4 DistortScaleRefractReflect : register(c14),\n"
+"uniform float4 ScreenScaleRefractReflect : register(c32),\n"
+"uniform float4 ScreenCenterRefractReflect : register(c31),\n"
+"uniform half4 ReflectColor : register(c26),\n"
"#endif\n"
"#ifdef USEREFLECTCUBE\n"
-"uniform float4x4 ModelToReflectCube,\n"
-"uniform sampler2D Texture_ReflectMask,\n"
-"uniform samplerCUBE Texture_ReflectCube,\n"
+"uniform float4x4 ModelToReflectCube : register(c48),\n"
+"uniform sampler Texture_ReflectMask : register(s5),\n"
+"uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
"#endif\n"
"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform half3 LightColor,\n"
+"uniform half3 LightColor : register(c21),\n"
"#endif\n"
"#ifdef MODE_LIGHTSOURCE\n"
-"uniform half3 LightColor,\n"
+"uniform half3 LightColor : register(c21),\n"
"#endif\n"
"\n"
"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
-"uniform sampler2D Texture_Attenuation,\n"
-"uniform samplerCUBE Texture_Cube,\n"
+"uniform sampler Texture_Attenuation : register(s9),\n"
+"uniform samplerCUBE Texture_Cube : register(s10),\n"
"#endif\n"
"\n"
"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
"\n"
"#ifdef USESHADOWMAPRECT\n"
"# ifdef USESHADOWSAMPLER\n"
-"uniform samplerRECTShadow Texture_ShadowMapRect,\n"
+"uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
"# else\n"
-"uniform samplerRECT Texture_ShadowMapRect,\n"
+"uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
"# endif\n"
"#endif\n"
"\n"
"#ifdef USESHADOWMAP2D\n"
"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler2DShadow Texture_ShadowMap2D,\n"
+"uniform sampler Texture_ShadowMap2D : register(s11),\n"
"# else\n"
-"uniform sampler2D Texture_ShadowMap2D,\n"
+"uniform sampler Texture_ShadowMap2D : register(s11),\n"
"# endif\n"
"#endif\n"
"\n"
"#ifdef USESHADOWMAPVSDCT\n"
-"uniform samplerCUBE Texture_CubeProjection,\n"
+"uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
"#endif\n"
"\n"
"#ifdef USESHADOWMAPCUBE\n"
"# ifdef USESHADOWSAMPLER\n"
-"uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
+"uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
"# else\n"
-"uniform samplerCUBE Texture_ShadowMapCube,\n"
+"uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
"# endif\n"
"#endif\n"
"\n"
"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
-"uniform float2 ShadowMap_TextureScale,\n"
-"uniform float4 ShadowMap_Parameters,\n"
+"uniform float2 ShadowMap_TextureScale : register(c35),\n"
+"uniform float4 ShadowMap_Parameters : register(c34),\n"
"#endif\n"
"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
"\n"
"#endif\n"
" color.a *= Alpha;\n"
"#ifdef USECOLORMAPPING\n"
-" color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
+" color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
"#endif\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-" float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\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"
-" color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
+" color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
" color.a = 1.0;\n"
-" //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
+" //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
"#endif\n"
"\n"
" // get the surface normal\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-" half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
+" half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
"#else\n"
-" half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
+" half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
"#endif\n"
"\n"
" // get the material colors\n"
" half3 diffusetex = color.rgb;\n"
"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
"# ifdef USEVERTEXTEXTUREBLEND\n"
-" half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
+" half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
"# else\n"
" half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
"# endif\n"
"#ifdef USEREFLECTCUBE\n"
" float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
" float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
-" float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
-" diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
+" float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
+" diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
"#endif\n"
"\n"
"\n"
" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
"#ifdef USESPECULAR\n"
"#ifdef USEEXACTSPECULARMATH\n"
-" half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
+" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
"#else\n"
-" half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
-" half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
+" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
+" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
"#endif\n"
" color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
"#endif\n"
" color.rgb = diffusetex * Color_Ambient;\n"
"#endif\n"
" color.rgb *= LightColor;\n"
-" color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
+" color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
-" color.rgb *= ShadowMapCompare(CubeVector,\n"
+" color.rgb *= half(ShadowMapCompare(CubeVector,\n"
"# if defined(USESHADOWMAP2D)\n"
"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
"# endif\n"
"#ifdef USESHADOWMAPVSDCT\n"
", Texture_CubeProjection\n"
"#endif\n"
-" );\n"
+" ));\n"
"\n"
"#endif\n"
"# ifdef USECUBEFILTER\n"
-" color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
+" color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
"# endif\n"
+"\n"
+"#ifdef USESHADOWMAP2D\n"
+"#ifdef USESHADOWMAPVSDCT\n"
+"// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
+"// color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale).rgb);\n"
+"// color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xyz * float3(ShadowMap_TextureScale,1.0));\n"
+"// color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale));\n"
+"#else\n"
+"// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
+"// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
+"// color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale).rgb);\n"
+"// color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xyz * float3(ShadowMap_TextureScale,1.0));\n"
+"// color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale));\n"
+"// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
+"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
+"// color.r = half(shadowmaptc.z);\n"
+"#endif\n"
+"// color.r = 1;\n"
+"#endif\n"
+"// color.rgb = half3(1,1,1);\n"
"#endif // MODE_LIGHTSOURCE\n"
"\n"
"\n"
"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
"#define SHADING\n"
" // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
-" half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
-" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
+" half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
+" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
" // convert modelspace light vector to tangentspace\n"
" half3 lightnormal;\n"
" lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
"#define SHADING\n"
" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
-" half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
-" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
+" half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
+" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
"#endif\n"
"\n"
"\n"
"\n"
"\n"
"#ifdef MODE_LIGHTMAP\n"
-" color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
+" color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
"#endif // MODE_LIGHTMAP\n"
"#ifdef MODE_VERTEXCOLOR\n"
" color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
"# ifdef USESPECULAR\n"
"# ifdef USEEXACTSPECULARMATH\n"
-" half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
+" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
"# else\n"
-" half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
-" half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
+" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
+" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
"# endif\n"
" color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
"# else\n"
"\n"
"#ifdef USEDEFERREDLIGHTMAP\n"
" float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
-" color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
-" color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
+" color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
+" color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
"#endif\n"
"\n"
"#ifdef USEGLOW\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-" color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
+" color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
"#else\n"
-" color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
+" color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
"#endif\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"
"#ifdef USEREFLECTION\n"
" float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
" float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
-" float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
+" float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\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"
" // content.\n"
" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
" ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-" color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
+" color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
"#endif\n"
"\n"
" gl_FragColor = float4(color);\n"