//======= Copyright (c) 2015-2020 Vera Visions LLC. All rights reserved. ======= // // Purpose: // // Lightmapped surface that effectively acts as a mirror. // Alpha channel of the diffusemap is referenced for reflectivity. //============================================================================== !!ver 110 !!permu FOG !!permu BUMP !!permu DELUXE !!samps diffuse lightmap deluxemap normalmap !!samps reflect=0 !!permu FAKESHADOWS !!cvardf r_glsl_pcf !!samps =FAKESHADOWS shadowmap !!cvardf r_skipDiffuse !!cvardf r_skipNormal !!cvardf r_skipLightmap #include "sys/defs.h" varying vec2 tex_c; varying mat3 invsurface; varying vec4 tf; varying vec2 lm0; #ifdef LIGHTSTYLED varying vec2 lm1, lm2, lm3; #endif #ifdef FAKESHADOWS varying vec4 vtexprojcoord; #endif #ifdef VERTEX_SHADER void lightmapped_init(void) { lm0 = v_lmcoord; #ifdef LIGHTSTYLED lm1 = v_lmcoord2; lm2 = v_lmcoord3; lm3 = v_lmcoord4; #endif } void main (void) { lightmapped_init(); invsurface[0] = v_svector; invsurface[1] = v_tvector; invsurface[2] = v_normal; tf = ftetransform(); tex_c = v_texcoord; gl_Position = tf; #ifdef FAKESHADOWS vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0)); #endif } #endif #ifdef FRAGMENT_SHADER #include "sys/fog.h" #include "sys/pcf.h" #define s_reflect s_t0 #if r_skipLightmap==0 #ifdef LIGHTSTYLED #define LIGHTMAP0 texture2D(s_lightmap0, lm0).rgb #define LIGHTMAP1 texture2D(s_lightmap1, lm1).rgb #define LIGHTMAP2 texture2D(s_lightmap2, lm2).rgb #define LIGHTMAP3 texture2D(s_lightmap3, lm3).rgb #else #define LIGHTMAP texture2D(s_lightmap, lm0).rgb #endif #else #ifdef LIGHTSTYLED #define LIGHTMAP0 vec3(0.5,0.5,0.5) #define LIGHTMAP1 vec3(0.5,0.5,0.5) #define LIGHTMAP2 vec3(0.5,0.5,0.5) #define LIGHTMAP3 vec3(0.5,0.5,0.5) #else #define LIGHTMAP vec3(0.5,0.5,0.5) #endif #endif vec3 lightmap_fragment() { vec3 lightmaps; #ifdef LIGHTSTYLED lightmaps = LIGHTMAP0 * e_lmscale[0].rgb; lightmaps += LIGHTMAP1 * e_lmscale[1].rgb; lightmaps += LIGHTMAP2 * e_lmscale[2].rgb; lightmaps += LIGHTMAP3 * e_lmscale[3].rgb; #else lightmaps = LIGHTMAP * e_lmscale.rgb; #endif return lightmaps; } #if r_skipNormal==0 vec3 lightmap_fragment(vec3 normal_f) { #ifndef DELUXE return lightmap_fragment(); #else vec3 lightmaps; #if defined(LIGHTSTYLED) lightmaps = LIGHTMAP0 * e_lmscale[0].rgb * dot(normal_f, (texture2D(s_deluxemap0, lm0).rgb - 0.5) * 2.0); lightmaps += LIGHTMAP1 * e_lmscale[1].rgb * dot(normal_f, (texture2D(s_deluxemap1, lm1).rgb - 0.5) * 2.0); lightmaps += LIGHTMAP2 * e_lmscale[2].rgb * dot(normal_f, (texture2D(s_deluxemap2, lm2).rgb - 0.5) * 2.0); lightmaps += LIGHTMAP3 * e_lmscale[3].rgb * dot(normal_f, (texture2D(s_deluxemap3, lm3).rgb - 0.5) * 2.0); #else lightmaps = LIGHTMAP * e_lmscale.rgb * dot(normal_f, (texture2D(s_deluxemap, lm0).rgb - 0.5) * 2.0); #endif return lightmaps; #endif } #endif void main (void) { vec2 stc; vec4 diffuse_f; #if r_skipDiffuse == 0 diffuse_f = texture2D(s_diffuse, tex_c); #else diffuse_f = vec4(1.0, 1.0, 1.0, 1.0); #endif #if r_skipNormal==1 #define normal_f vec3(0.0,0.0,0.5) #else vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5); #endif float refl = texture2D(s_normalmap, tex_c).a; #if r_skipNormal==1 diffuse_f.rgb *= lightmap_fragment(); #else diffuse_f.rgb *= lightmap_fragment(normal_f); #endif /* map the reflection buffer onto the surface */ stc = (1.0 + (tf.xy / tf.w)) * 0.5; stc.t -= 1.5* invsurface[2].z / 1080.0; diffuse_f.rgb = mix(texture2D(s_reflect, stc).rgb, diffuse_f.rgb, refl); #ifdef FAKESHADOWS diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord); #endif gl_FragColor = fog4(diffuse_f); } #endif