!!permu FOG //t0-t3 are the diffusemaps, t4 is the blend factors !!samps 5 !!samps =PCF 6 !!samps =CUBE 7 //light levels #include "sys/fog.h" varying vec2 tc; varying vec2 lm; varying vec4 vc; #ifdef RTLIGHT varying vec3 lightvector; // #if defined(SPECULAR) || defined(OFFSETMAPPING) // varying vec3 eyevector; // #endif #if defined(PCF) || defined(CUBE) || defined(SPOT) varying vec4 vtexprojcoord; #endif #endif #ifdef VERTEX_SHADER #ifdef RTLIGHT uniform vec3 l_lightposition; // #if defined(SPECULAR) || defined(OFFSETMAPPING) // uniform vec3 e_eyepos; // #endif #if defined(PCF) || defined(CUBE) || defined(SPOT) uniform mat4 l_cubematrix; #endif attribute vec3 v_normal; attribute vec3 v_svector; attribute vec3 v_tvector; #endif attribute vec2 v_texcoord; attribute vec2 v_lmcoord; attribute vec4 v_colour; void main (void) { tc = v_texcoord.st; lm = v_lmcoord.st; vc = v_colour; gl_Position = ftetransform(); #ifdef RTLIGHT //light position is in model space, which is handy. vec3 lightminusvertex = l_lightposition - v_position.xyz; //no bumpmapping, so we can just use distance without regard for actual surface direction. we still do scalecos stuff. you might notice it on steep slopes. lightvector = lightminusvertex; // lightvector.x = dot(lightminusvertex, v_svector.xyz); // lightvector.y = dot(lightminusvertex, v_tvector.xyz); // lightvector.z = dot(lightminusvertex, v_normal.xyz); // #if defined(SPECULAR)||defined(OFFSETMAPPING) // vec3 eyeminusvertex = e_eyepos - v_position.xyz; // eyevector.x = dot(eyeminusvertex, v_svector.xyz); // eyevector.y = dot(eyeminusvertex, v_tvector.xyz); // eyevector.z = dot(eyeminusvertex, v_normal.xyz); // #endif #if defined(PCF) || defined(SPOT) || defined(CUBE) //for texture projections/shadowmapping on dlights vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0)); #endif #endif } #endif #ifdef FRAGMENT_SHADER #ifdef PCF #include "sys/pcf.h" #endif //light levels uniform vec4 e_lmscale; #ifdef RTLIGHT uniform float l_lightradius; uniform vec3 l_lightcolour; uniform vec3 l_lightcolourscale; #endif void main (void) { vec4 r; vec4 m = texture2D(s_t4, lm); r = texture2D(s_t0, tc)*m.r; r += texture2D(s_t1, tc)*m.g; r += texture2D(s_t2, tc)*m.b; r += texture2D(s_t3, tc)*(1.0 - (m.r + m.g + m.b)); //vertex colours provide a scaler that applies even through rtlights. r *= vc; #ifdef RTLIGHT vec3 nl = normalize(lightvector); float colorscale = max(1.0 - (dot(lightvector, lightvector)/(l_lightradius*l_lightradius)), 0.0); vec3 diff; // #ifdef BUMP // colorscale *= (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(bumps, nl), 0.0)); // #else colorscale *= (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0)); // #endif // #ifdef SPECULAR // vec3 halfdir = normalize(normalize(eyevector) + nl); // float spec = pow(max(dot(halfdir, bumps), 0.0), 32.0 * specs.a); // diff += l_lightcolourscale.z * spec * specs.rgb; // #endif #if defined(SPOT) if (vtexprojcoord.w < 0.0) discard; vec2 spot = ((vtexprojcoord.st)/vtexprojcoord.w); colorscale *= 1.0-(dot(spot,spot)); #endif #ifdef PCF colorscale *= ShadowmapFilter(s_t5, vtexprojcoord); #endif r.rgb *= colorscale * l_lightcolour; #ifdef CUBE r.rgb *= textureCube(s_t6, vtexprojcoord.xyz).rgb; #endif gl_FragColor = fog4additive(r); #else //lightmap is greyscale in m.a. probably we should just scale the texture mix, but precision errors when editing make me paranoid. r *= e_lmscale*vec4(m.aaa,1.0); gl_FragColor = fog4(r); #endif } #endif