!!samps diffuse normalmap specular shadowmap upper lower reflectmask reflectcube projectionmap !!cvarf r_glsl_offsetmapping=0 !!cvarf gl_specular=0 !!cvarf r_glsl_offsetmapping_scale=0.04 !!cvari r_glsl_pcf=5 !!permu BUMP !!permu UPPERLOWER !!permu REFLECTCUBEMASK !!argb pcf=0 !!argb spot=0 !!argb cube=0 !!permu FOG !!cvarb r_fog_exp2=true //!!permu FRAMEBLEND //!!permu SKELETAL #include "sys/defs.h" //const bool UPPERLOWER = false; //const bool REFLECTCUBEMASK = false; //const bool BUMP = true; //const float cvar_gl_specular = 1.0; //const int cvar_r_glsl_pcf = 5; //const float cvar_r_glsl_offsetmapping = 0.0; //const float cvar_r_glsl_offsetmapping_scale = 0.04; //layout(constant_id=1) const bool arg_pcf = true; //layout(constant_id=2) const bool arg_spot = false; //layout(constant_id=3) const bool arg_cube = false; #define USE_ARB_SHADOW #ifndef USE_ARB_SHADOW //fall back on regular samplers if we must #define sampler2DShadow sampler2D #else #define shadow2D texture #endif //this is the main shader responsible for realtime dlights. //texture units: //s0=diffuse, s1=normal, s2=specular, s3=shadowmap //custom modifiers: //PCF(shadowmap) //CUBEPROJ(projected cubemap) //SPOT(projected circle //CUBESHADOW #if 0 && defined(GL_ARB_texture_gather) && defined(PCF) #extension GL_ARB_texture_gather : enable #endif //if there's no vertex normals known, disable some stuff. //FIXME: this results in dupe permutations. #ifdef NOBUMP #undef SPECULAR #undef BUMP #undef OFFSETMAPPING #endif layout(location = 0) varying vec2 tc; layout(location = 1) varying vec3 lightvector; layout(location = 2) varying vec3 eyevector; layout(location = 3) varying vec4 vtexprojcoord; layout(location = 4) varying mat3 invsurface; #ifdef VERTEX_SHADER #include "sys/skeletal.h" void main () { vec3 n, s, t, w; gl_Position = skeletaltransform_wnst(w,n,s,t); tc = v_texcoord; //pass the texture coords straight through vec3 lightminusvertex = (m_modelinv*vec4(l_lightposition,1.0)).xyz - w.xyz; if (true)//BUMP || SPECULAR) { //the light direction relative to the surface normal, for bumpmapping. lightvector.x = dot(lightminusvertex, s.xyz); lightvector.y = dot(lightminusvertex, t.xyz); lightvector.z = dot(lightminusvertex, n.xyz); } else lightvector = lightminusvertex; if (SPECULAR || OFFSETMAPPING || REFLECTCUBEMASK) { vec3 eyeminusvertex = e_eyepos - w.xyz; eyevector.x = dot(eyeminusvertex, s.xyz); eyevector.y = dot(eyeminusvertex, t.xyz); eyevector.z = dot(eyeminusvertex, n.xyz); } if (REFLECTCUBEMASK) { invsurface[0] = v_svector; invsurface[1] = v_tvector; invsurface[2] = v_normal; } if (arg_pcf || arg_spot || arg_cube) { //for texture projections/shadowmapping on dlights vtexprojcoord = l_cubematrix*m_model*vec4(w.xyz, 1.0); } } #endif #ifdef FRAGMENT_SHADER #include "sys/fog.h" //uniform vec4 l_shadowmapproj; //light projection matrix info //uniform vec2 l_shadowmapscale; //xy are the texture scale, z is 1, w is the scale. vec3 ShadowmapCoord(void) { if (arg_spot) { //bias it. don't bother figuring out which side or anything, its not needed //l_projmatrix contains the light's projection matrix so no other magic needed return ((vtexprojcoord.yxz-vec3(0.0,0.0,0.015))/vtexprojcoord.w + vec3(1.0, -1.0, 1.0)) * vec3(0.5, -0.5, 0.5); } // else if (CUBESHADOW) // { // vec3 shadowcoord = vshadowcoord.xyz / vshadowcoord.w; // #define dosamp(x,y) shadowCube(s_shadowmap, shadowcoord + vec2(x,y)*texscale.xy).r // } //figure out which axis to use //texture is arranged thusly: //forward left up //back right down vec3 dir = abs(vtexprojcoord.xyz); //assume z is the major axis (ie: forward from the light) vec3 t = vtexprojcoord.xyz; float ma = dir.z; vec3 axis = vec3(0.5/3.0, 0.5/2.0, 0.5); if (dir.x > ma) { ma = dir.x; t = vtexprojcoord.zyx; axis.x = 0.5; } if (dir.y > ma) { ma = dir.y; t = vtexprojcoord.xzy; axis.x = 2.5/3.0; } //if the axis is negative, flip it. if (t.z > 0.0) { axis.y = 1.5/2.0; t.z = -t.z; } //we also need to pass the result through the light's projection matrix too //the 'matrix' we need only contains 5 actual values. and one of them is a -1. So we might as well just use a vec4. //note: the projection matrix also includes scalers to pinch the image inwards to avoid sampling over borders, as well as to cope with non-square source image //the resulting z is prescaled to result in a value between -0.5 and 0.5. //also make sure we're in the right quadrant type thing return axis + ((l_shadowmapproj.xyz*t.xyz + vec3(0.0, 0.0, l_shadowmapproj.w)) / -t.z); } float ShadowmapFilter(void) { vec3 shadowcoord = ShadowmapCoord(); #if 0//def GL_ARB_texture_gather vec2 ipart, fpart; #define dosamp(x,y) textureGatherOffset(s_shadowmap, ipart.xy, vec2(x,y))) vec4 tl = step(shadowcoord.z, dosamp(-1.0, -1.0)); vec4 bl = step(shadowcoord.z, dosamp(-1.0, 1.0)); vec4 tr = step(shadowcoord.z, dosamp(1.0, -1.0)); vec4 br = step(shadowcoord.z, dosamp(1.0, 1.0)); //we now have 4*4 results, woo //we can just average them for 1/16th precision, but that's still limited graduations //the middle four pixels are 'full strength', but we interpolate the sides to effectively give 3*3 vec4 col = vec4(tl.ba, tr.ba) + vec4(bl.rg, br.rg) + //middle two rows are full strength mix(vec4(tl.rg, tr.rg), vec4(bl.ba, br.ba), fpart.y); //top+bottom rows return dot(mix(col.rgb, col.agb, fpart.x), vec3(1.0/9.0)); //blend r+a, gb are mixed because its pretty much free and gives a nicer dot instruction instead of lots of adds. #else #ifdef USE_ARB_SHADOW //with arb_shadow, we can benefit from hardware acclerated pcf, for smoother shadows #define dosamp(x,y) shadow2D(s_shadowmap, shadowcoord.xyz + (vec3(x,y,0.0)*l_shadowmapscale.xyx)).r #else //this will probably be a bit blocky. #define dosamp(x,y) float(texture2D(s_shadowmap, shadowcoord.xy + (vec2(x,y)*l_shadowmapscale.xy)).r >= shadowcoord.z) #endif float s = 0.0; if (cvar_r_glsl_pcf < 5) { s += dosamp(0.0, 0.0); return s; } else if (cvar_r_glsl_pcf < 9) { s += dosamp(-1.0, 0.0); s += dosamp(0.0, -1.0); s += dosamp(0.0, 0.0); s += dosamp(0.0, 1.0); s += dosamp(1.0, 0.0); return s/5.0; } else { s += dosamp(-1.0, -1.0); s += dosamp(-1.0, 0.0); s += dosamp(-1.0, 1.0); s += dosamp(0.0, -1.0); s += dosamp(0.0, 0.0); s += dosamp(0.0, 1.0); s += dosamp(1.0, -1.0); s += dosamp(1.0, 0.0); s += dosamp(1.0, 1.0); return s/9.0; } #endif } #include "sys/offsetmapping.h" void main () { //read raw texture samples (offsetmapping munges the tex coords first) vec2 tcbase; if (OFFSETMAPPING) tcbase = offsetmap(s_normalmap, tc, eyevector); else tcbase = tc; #if defined(FLAT) vec3 bases = vec3(1.0); #else vec3 bases = vec3(texture2D(s_diffuse, tcbase)); #endif if (UPPERLOWER) { vec4 uc = texture2D(s_upper, tcbase); bases.rgb += uc.rgb*e_uppercolour*uc.a; vec4 lc = texture2D(s_lower, tcbase); bases.rgb += lc.rgb*e_lowercolour*lc.a; } vec3 bumps; if (BUMP) bumps = normalize(vec3(texture2D(s_normalmap, tcbase)) - 0.5); else bumps = vec3(0.0,0.0,1.0); float colorscale = max(1.0 - (dot(lightvector, lightvector)/(l_lightradius*l_lightradius)), 0.0); vec3 diff; #ifdef NOBUMP //surface can only support ambient lighting, even for lights that try to avoid it. diff = bases * (l_lightcolourscale.x+l_lightcolourscale.y); #else vec3 nl = normalize(lightvector); if (BUMP) diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(bumps, nl), 0.0)); else { //we still do bumpmapping even without bumps to ensure colours are always sane. light.exe does it too. diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0)); } #endif if (SPECULAR) { vec4 specs = texture2D(s_specular, tcbase); 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; } if (REFLECTCUBEMASK) { vec3 rtc = reflect(-eyevector, bumps); rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2]; rtc = (m_model * vec4(rtc.xyz,0.0)).xyz; diff += texture2D(s_reflectmask, tcbase).rgb * textureCube(s_reflectcube, rtc).rgb; } if (arg_cube) { /*filter the colour by the cubemap projection*/ diff *= textureCube(s_projectionmap, vtexprojcoord.xyz).rgb; } if (arg_spot) { /*filter the colour by the spotlight. discard anything behind the light so we don't get a mirror image*/ if (vtexprojcoord.w < 0.0) discard; vec2 spot = ((vtexprojcoord.st)/vtexprojcoord.w); colorscale*=1.0-(dot(spot,spot)); } if (arg_pcf) { /*filter the light by the shadowmap. logically a boolean, but we allow fractions for softer shadows*/ //diff.rgb = (vtexprojcoord.xyz/vtexprojcoord.w) * 0.5 + 0.5; colorscale *= ShadowmapFilter(); // diff = ShadowmapCoord(); } #if defined(PROJECTION) /*2d projection, not used*/ // diff *= texture2d(s_projectionmap, shadowcoord); #endif gl_FragColor.rgb = fog3additive(diff*colorscale*l_lightcolour); gl_FragColor.a = 1.0; } #endif