From a748d53a9d0b4d18c4ab6572b26cff4b914b3ce1 Mon Sep 17 00:00:00 2001 From: divverent Date: Sun, 13 Mar 2011 17:19:32 +0000 Subject: [PATCH] huge glsl change: avoid #defining reserved keywords git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10921 d7cf8633-e32d-0410-b094-e92efae38249 --- shader_glsl.h | 335 ++++++++++++++++++++++++++------------------------ 1 file changed, 172 insertions(+), 163 deletions(-) diff --git a/shader_glsl.h b/shader_glsl.h index ffd0f771..d6734e0a 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -11,35 +11,44 @@ "\n" "#if __VERSION__ >= 130\n" "# ifdef VERTEX_SHADER\n" -"# define varying out\n" -"# define attribute in\n" +"# define dp_varying out\n" +"# define dp_attribute in\n" "# endif\n" "# ifdef FRAGMENT_SHADER\n" "out vec4 dp_FragColor;\n" -"# define gl_FragColor dp_FragColor\n" -"# define varying in\n" -"# define attribute in\n" +"# define dp_varying in\n" +"# define dp_attribute in\n" "# endif\n" -"# define texture1D texture\n" -"# define texture2D texture\n" -"# define texture3D texture\n" -"# define textureCube texture\n" +"# define dp_offsetmapping_dFdx dFdx\n" +"# define dp_offsetmapping_dFdy dFdx\n" +"# define dp_textureGrad textureGrad\n" +"# define dp_texture2D texture\n" +"# define dp_texture3D texture\n" +"# define dp_textureCube texture\n" "#else\n" -"# define textureGrad(a,b,c,d) texture2D(a,b)\n" -"# define dFdx(a) 0\n" -"# define dFdy(a) 0\n" +"# ifdef FRAGMENT_SHADER\n" +"# define dp_FragColor gl_FragColor\n" +"# endif\n" +"# define dp_varying varying\n" +"# define dp_attribute attribute\n" +"# define dp_offsetmapping_dFdx(a) 0\n" +"# define dp_offsetmapping_dFdy(a) 0\n" +"# define dp_textureGrad(a,b,c,d) dp_texture2D(a,b)\n" +"# define dp_texture2D texture2D\n" +"# define dp_texture3D texture3D\n" +"# define dp_textureCube textureCube\n" "#endif\n" "\n" "#ifdef VERTEX_SHADER\n" -"attribute vec4 Attrib_Position; // vertex\n" -"attribute vec4 Attrib_Color; // color\n" -"attribute vec4 Attrib_TexCoord0; // material texcoords\n" -"attribute vec3 Attrib_TexCoord1; // svector\n" -"attribute vec3 Attrib_TexCoord2; // tvector\n" -"attribute vec3 Attrib_TexCoord3; // normal\n" -"attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n" +"dp_attribute vec4 Attrib_Position; // vertex\n" +"dp_attribute vec4 Attrib_Color; // color\n" +"dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n" +"dp_attribute vec3 Attrib_TexCoord1; // svector\n" +"dp_attribute vec3 Attrib_TexCoord2; // tvector\n" +"dp_attribute vec3 Attrib_TexCoord3; // normal\n" +"dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n" "#endif\n" -"varying mediump vec4 VertexColor;\n" +"dp_varying mediump vec4 VertexColor;\n" "\n" "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n" "# define USEFOG\n" @@ -108,7 +117,7 @@ "#ifdef FRAGMENT_SHADER\n" "void main(void)\n" "{\n" -" gl_FragColor = VertexColor;\n" +" dp_FragColor = VertexColor;\n" "}\n" "#endif\n" "#else // !MODE_SHOWDEPTH\n" @@ -117,8 +126,8 @@ "\n" "\n" "#ifdef MODE_POSTPROCESS\n" -"varying mediump vec2 TexCoord1;\n" -"varying mediump vec2 TexCoord2;\n" +"dp_varying mediump vec2 TexCoord1;\n" +"dp_varying mediump vec2 TexCoord2;\n" "\n" "#ifdef VERTEX_SHADER\n" "void main(void)\n" @@ -155,12 +164,12 @@ "uniform mediump vec2 PixelSize;\n" "void main(void)\n" "{\n" -" gl_FragColor = texture2D(Texture_First, TexCoord1);\n" +" dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n" "#ifdef USEBLOOM\n" -" gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n" +" dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n" "#endif\n" "#ifdef USEVIEWTINT\n" -" gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n" +" dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n" "#endif\n" "\n" "#ifdef USEPOSTPROCESSING\n" @@ -170,18 +179,18 @@ " // vec2 ts = textureSize(Texture_First, 0);\n" " // vec2 px = vec2(1/ts.x, 1/ts.y);\n" " vec2 px = PixelSize;\n" -" vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n" -" vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n" -" vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n" -" vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n" -" vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n" -" vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n" -" vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n" -" vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n" -" vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n" -" vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n" -" vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n" -" vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n" +" vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n" +" vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n" +" vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n" +" vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n" +" vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n" +" vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n" +" vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n" +" vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n" +" vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n" +" vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n" +" vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n" +" vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n" " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n" " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n" " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n" @@ -195,34 +204,34 @@ " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n" " float py6 = 1.0 * dot(vec3(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 += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n" -" gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n" -" gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n" +" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n" +" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n" +" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n" +" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n" +" dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n" +" dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n" +" dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n" "#endif\n" "\n" "#ifdef USESATURATION\n" " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n" -" float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n" +" float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n" " // 'vampire sight' effect, wheres red is compensated\n" " #ifdef SATURATION_REDCOMPENSATE\n" -" float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n" -" gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" -" gl_FragColor.r += rboost;\n" +" float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n" +" dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n" +" dp_FragColor.r += rboost;\n" " #else\n" " // normal desaturation\n" -" //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n" -" gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" +" //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n" +" dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n" " #endif\n" "#endif\n" "\n" "#ifdef USEGAMMARAMPS\n" -" gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n" -" gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n" -" gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n" +" dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n" +" dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n" +" dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n" "#endif\n" "}\n" "#endif\n" @@ -233,10 +242,10 @@ "\n" "#ifdef MODE_GENERIC\n" "#ifdef USEDIFFUSE\n" -"varying mediump vec2 TexCoord1;\n" +"dp_varying mediump vec2 TexCoord1;\n" "#endif\n" "#ifdef USESPECULAR\n" -"varying mediump vec2 TexCoord2;\n" +"dp_varying mediump vec2 TexCoord2;\n" "#endif\n" "#ifdef VERTEX_SHADER\n" "void main(void)\n" @@ -263,24 +272,24 @@ "void main(void)\n" "{\n" "#ifdef USEVIEWTINT\n" -" gl_FragColor = VertexColor;\n" +" dp_FragColor = VertexColor;\n" "#else\n" -" gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n" +" dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n" "#endif\n" "#ifdef USEDIFFUSE\n" -" gl_FragColor *= texture2D(Texture_First, TexCoord1);\n" +" dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n" "#endif\n" "\n" "#ifdef USESPECULAR\n" -" vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n" +" vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n" "# ifdef USECOLORMAPPING\n" -" gl_FragColor *= tex2;\n" +" dp_FragColor *= tex2;\n" "# endif\n" "# ifdef USEGLOW\n" -" gl_FragColor += tex2;\n" +" dp_FragColor += tex2;\n" "# endif\n" "# ifdef USEVERTEXTEXTUREBLEND\n" -" gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n" +" dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n" "# endif\n" "#endif\n" "}\n" @@ -291,7 +300,7 @@ "\n" "\n" "#ifdef MODE_BLOOMBLUR\n" -"varying mediump vec2 TexCoord;\n" +"dp_varying mediump vec2 TexCoord;\n" "#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" @@ -309,20 +318,20 @@ "{\n" " int i;\n" " vec2 tc = TexCoord;\n" -" vec3 color = texture2D(Texture_First, tc).rgb;\n" +" vec3 color = dp_texture2D(Texture_First, tc).rgb;\n" " tc += BloomBlur_Parameters.xy;\n" " for (i = 1;i < SAMPLES;i++)\n" " {\n" -" color += texture2D(Texture_First, tc).rgb;\n" +" color += dp_texture2D(Texture_First, tc).rgb;\n" " tc += BloomBlur_Parameters.xy;\n" " }\n" -" gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n" +" dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n" "}\n" "#endif\n" "#else // !MODE_BLOOMBLUR\n" "#ifdef MODE_REFRACTION\n" -"varying mediump vec2 TexCoord;\n" -"varying highp vec4 ModelViewProjectionPosition;\n" +"dp_varying mediump vec2 TexCoord;\n" +"dp_varying highp vec4 ModelViewProjectionPosition;\n" "uniform highp mat4 TexMatrix;\n" "#ifdef VERTEX_SHADER\n" "\n" @@ -350,20 +359,20 @@ "void main(void)\n" "{\n" " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" -" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" +" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" -" vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n" +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(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" " // Remove this 'ack once we have a better way to stop this thing from\n" " // 'appening.\n" -" float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" +" float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" -" gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n" +" dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n" "}\n" "#endif\n" "#else // !MODE_REFRACTION\n" @@ -372,9 +381,9 @@ "\n" "\n" "#ifdef MODE_WATER\n" -"varying mediump vec2 TexCoord;\n" -"varying highp vec3 EyeVector;\n" -"varying highp vec4 ModelViewProjectionPosition;\n" +"dp_varying mediump vec2 TexCoord;\n" +"dp_varying highp vec3 EyeVector;\n" +"dp_varying highp vec4 ModelViewProjectionPosition;\n" "#ifdef VERTEX_SHADER\n" "uniform highp vec3 EyePosition;\n" "uniform highp mat4 TexMatrix;\n" @@ -411,34 +420,34 @@ "void main(void)\n" "{\n" " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" -" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" +" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n" " // slight water animation via 2 layer scrolling (todo: tweak)\n" " #ifdef USENORMALMAPSCROLLBLEND\n" -" vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n" -" normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\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" " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n" " #else\n" -" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n" +" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\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" " // content.\n" " // Remove this 'ack once we have a better way to stop this thing from\n" " // 'appening.\n" -" float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n" +" float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n" +" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n" +" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n" +" f *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n" " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n" -" f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n" +" f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n" +" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n" +" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n" +" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n" " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n" " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n" -" gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n" +" 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" "}\n" "#endif\n" "#else // !MODE_WATER\n" @@ -448,39 +457,39 @@ "\n" "// common definitions between vertex shader and fragment shader:\n" "\n" -"varying mediump vec4 TexCoordSurfaceLightmap;\n" +"dp_varying mediump vec4 TexCoordSurfaceLightmap;\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -"varying mediump vec2 TexCoord2;\n" +"dp_varying mediump vec2 TexCoord2;\n" "#endif\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" -"varying mediump vec3 CubeVector;\n" +"dp_varying mediump vec3 CubeVector;\n" "#endif\n" "\n" "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n" -"varying mediump vec3 LightVector;\n" +"dp_varying mediump vec3 LightVector;\n" "#endif\n" "\n" "#ifdef USEEYEVECTOR\n" -"varying highp vec4 EyeVectorFogDepth;\n" +"dp_varying highp vec4 EyeVectorFogDepth;\n" "#endif\n" "\n" "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n" -"varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n" -"varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" -"varying highp vec4 VectorR; // direction of R texcoord (surface normal)\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" "#else\n" "# ifdef USEFOG\n" -"varying highp vec3 EyeVectorModelSpace;\n" +"dp_varying highp vec3 EyeVectorModelSpace;\n" "# endif\n" "#endif\n" "\n" "#ifdef USEREFLECTION\n" -"varying highp vec4 ModelViewProjectionPosition;\n" +"dp_varying highp vec4 ModelViewProjectionPosition;\n" "#endif\n" "#ifdef MODE_DEFERREDLIGHTSOURCE\n" "uniform highp vec3 LightPosition;\n" -"varying highp vec4 ModelViewPosition;\n" +"dp_varying highp vec4 ModelViewPosition;\n" "#endif\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" @@ -493,11 +502,11 @@ "uniform highp vec4 FogPlane;\n" "\n" "#ifdef USESHADOWMAPORTHO\n" -"varying highp vec3 ShadowMapTC;\n" +"dp_varying highp vec3 ShadowMapTC;\n" "#endif\n" "\n" "#ifdef USEBOUNCEGRID\n" -"varying highp vec3 BounceGridTexCoord;\n" +"dp_varying highp vec3 BounceGridTexCoord;\n" "#endif\n" "\n" "\n" @@ -573,16 +582,16 @@ " fc *= surfacecolor.a;\n" "#endif\n" "#ifdef USEFOGHEIGHTTEXTURE\n" -" vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n" +" vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n" " fogfrac = fogheightpixel.a;\n" -" return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n" +" return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n" "#else\n" "# ifdef USEFOGOUTSIDE\n" " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n" "# else\n" " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n" "# endif\n" -" return mix(fc, surfacecolor.rgb, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n" +" return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n" "#endif\n" "}\n" "#endif\n" @@ -601,20 +610,20 @@ " vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n" " vec3 RT = vec3(TexCoord, 1);\n" " OffsetVector *= 0.1;\n" -" RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" -" RT += OffsetVector * (step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) - 0.5);\n" -" RT += OffsetVector * (step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.5 - 0.25);\n" -" RT += OffsetVector * (step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.25 - 0.125);\n" -" RT += OffsetVector * (step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.125 - 0.0625);\n" -" RT += OffsetVector * (step(textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.0625 - 0.03125);\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);\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);\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);\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);\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" " return RT.xy;\n" "#else\n" " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n" @@ -622,8 +631,8 @@ " //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * OffsetMapping_Scale * vec2(-1, 1));\n" " vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_Scale * vec2(-1, 1));\n" " OffsetVector *= 0.5;\n" -" TexCoord += OffsetVector * (1.0 - textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" -" TexCoord += OffsetVector * (1.0 - textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" +" TexCoord += OffsetVector * (1.0 - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" +" TexCoord += OffsetVector * (1.0 - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" " return TexCoord;\n" "#endif\n" "}\n" @@ -662,7 +671,7 @@ "{\n" " vec3 adir = abs(dir);\n" " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n" -" vec4 proj = textureCube(Texture_CubeProjection, dir);\n" +" vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n" " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n" "}\n" "# else\n" @@ -736,7 +745,7 @@ "# ifdef GL_EXT_gpu_shader4\n" "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n" "# else\n" -"# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n" +"# define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n" "# endif\n" "# if USESHADOWMAPPCF > 1\n" " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n" @@ -757,7 +766,7 @@ "# endif\n" "# endif\n" "# else\n" -" f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n" +" f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n" "# endif\n" "# endif\n" "# ifdef USESHADOWMAPORTHO\n" @@ -809,12 +818,12 @@ "{\n" "#ifdef USEOFFSETMAPPING\n" " // apply offsetmapping\n" -" vec2 dPdx = dFdx(TexCoordSurfaceLightmap.xy);\n" -" vec2 dPdy = dFdy(TexCoordSurfaceLightmap.xy);\n" +" vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n" +" vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n" " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n" -"# define offsetMappedTexture2D(t) textureGrad(t, TexCoordOffset, dPdx, dPdy)\n" +"# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n" "#else\n" -"# define offsetMappedTexture2D(t) texture2D(t, TexCoordSurfaceLightmap.xy)\n" +"# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n" "#endif\n" "\n" "#ifdef USEALPHAKILL\n" @@ -830,14 +839,14 @@ "#endif\n" "\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -" vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n" -" float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n" +" vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n" +" float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n" "#else\n" " vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n" " float a = offsetMappedTexture2D(Texture_Gloss).a;\n" "#endif\n" "\n" -" gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n" +" dp_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n" "}\n" "#endif // FRAGMENT_SHADER\n" "#else // !MODE_DEFERREDGEOMETRY\n" @@ -871,17 +880,17 @@ " // calculate viewspace pixel position\n" " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n" " vec3 position;\n" -" position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n" +" position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n" " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n" " // decode viewspace pixel normal\n" -" myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n" +" myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n" " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(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" " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n" -" myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" +" myhalf fade = myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" "#ifdef USEDIFFUSE\n" " // calculate diffuse shading\n" " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n" @@ -914,7 +923,7 @@ "#endif\n" "\n" "# ifdef USECUBEFILTER\n" -" vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n" +" vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n" " gl_FragData[0].rgb *= cubecolor;\n" " gl_FragData[1].rgb *= cubecolor;\n" "# endif\n" @@ -1065,12 +1074,12 @@ "{\n" "#ifdef USEOFFSETMAPPING\n" " // apply offsetmapping\n" -" vec2 dPdx = dFdx(TexCoordSurfaceLightmap.xy);\n" -" vec2 dPdy = dFdy(TexCoordSurfaceLightmap.xy);\n" +" vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n" +" vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n" " vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n" -"# define offsetMappedTexture2D(t) textureGrad(t, TexCoordOffset, dPdx, dPdy)\n" +"# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n" "#else\n" -"# define offsetMappedTexture2D(t) texture2D(t, TexCoordSurfaceLightmap.xy)\n" +"# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n" "#endif\n" "\n" " // combine the diffuse textures (base, pants, shirt)\n" @@ -1087,14 +1096,14 @@ " myhalf terrainblend = clamp(myhalf(VertexColor.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n" " //myhalf terrainblend = min(myhalf(VertexColor.a) * color.a * 2.0, myhalf(1.0));\n" " //myhalf terrainblend = myhalf(VertexColor.a) * color.a > 0.5;\n" -" color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n" +" color.rgb = mix(myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n" " color.a = 1.0;\n" " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n" "#endif\n" "\n" " // get the surface normal\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -" myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n" +" myhalf3 surfacenormal = normalize(mix(myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n" "#else\n" " myhalf3 surfacenormal = normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5, 0.5, 0.5));\n" "#endif\n" @@ -1103,7 +1112,7 @@ " myhalf3 diffusetex = color.rgb;\n" "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" "# ifdef USEVERTEXTEXTUREBLEND\n" -" myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n" +" myhalf4 glosstex = mix(myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n" "# else\n" " myhalf4 glosstex = myhalf4(offsetMappedTexture2D(Texture_Gloss));\n" "# endif\n" @@ -1113,7 +1122,7 @@ " vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n" " vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n" " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n" -" diffusetex += myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n" +" diffusetex += myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n" "#endif\n" "\n" "\n" @@ -1138,12 +1147,12 @@ " color.rgb = diffusetex * Color_Ambient;\n" "#endif\n" " color.rgb *= LightColor;\n" -" color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" +" color.rgb *= myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" "#if defined(USESHADOWMAP2D)\n" " color.rgb *= ShadowMapCompare(CubeVector);\n" "#endif\n" "# ifdef USECUBEFILTER\n" -" color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n" +" color.rgb *= myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n" "# endif\n" "#endif // MODE_LIGHTSOURCE\n" "\n" @@ -1160,8 +1169,8 @@ "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" "#define SHADING\n" " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n" -" myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" -" myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" +" myhalf3 lightnormal_modelspace = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" +" myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" " // convert modelspace light vector to tangentspace\n" " myhalf3 lightnormal;\n" " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n" @@ -1182,8 +1191,8 @@ "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" "#define SHADING\n" " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n" -" myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" -" myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" +" myhalf3 lightnormal = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" +" myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" "#endif\n" "\n" "\n" @@ -1199,7 +1208,7 @@ "\n" "\n" "#ifdef MODE_LIGHTMAP\n" -" color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n" +" color.rgb = diffusetex * (Color_Ambient + myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n" "#endif // MODE_LIGHTMAP\n" "#ifdef MODE_VERTEXCOLOR\n" " color.rgb = diffusetex * (Color_Ambient + myhalf3(VertexColor.rgb) * Color_Diffuse);\n" @@ -1236,17 +1245,17 @@ "\n" "#ifdef USEDEFERREDLIGHTMAP\n" " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n" -" color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n" -" color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n" +" color.rgb += diffusetex * myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n" +" color.rgb += glosstex.rgb * myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n" "#endif\n" "\n" "#ifdef USEBOUNCEGRID\n" -" color.rgb += diffusetex * myhalf3(texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n" +" color.rgb += diffusetex * myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n" "#endif\n" "\n" "#ifdef USEGLOW\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -" color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n" +" color.rgb += mix(myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n" "#else\n" " color.rgb += myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n" "#endif\n" @@ -1267,15 +1276,15 @@ " // content.\n" " // Remove this 'ack once we have a better way to stop this thing from\n" " // 'appening.\n" -" float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" +" float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" -" color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n" +" color.rgb = mix(color.rgb, myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n" "#endif\n" "\n" -" gl_FragColor = vec4(color);\n" +" dp_FragColor = vec4(color);\n" "}\n" "#endif // FRAGMENT_SHADER\n" "\n" -- 2.39.2