//======= Copyright (c) 2015-2020 Vera Visions LLC. All rights reserved. ======= // // Purpose: // // Terrain shader used for skyroom surfaces. //============================================================================== !!ver 110 !!permu FOG !!permu BUMP !!permu DELUXE !!samps 4 diffuse !!samps lightmap !!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3 !!samps =DELUXE deluxemap !!samps =LIGHTSTYLED =DELUXE deluxemap1 deluxemap2 deluxemap3 !!cvardf r_skipLightmap #include "sys/defs.h" #include "sys/fog.h" varying vec2 tex_c; varying vec4 vex_color; varying vec2 lm0; #ifdef LIGHTSTYLED varying vec2 lm1, lm2, lm3; #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 () { tex_c = v_texcoord; lm_c = v_lmcoord; vex_color = v_colour; gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER vec3 lightmap_fragment() { vec3 lightmaps; #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 () { vec4 diff1_f = texture2D( s_t0, tex_c ); vec4 diff2_f = texture2D( s_t1, tex_c ); vec3 output_f = mix( diff1_f.rgb, diff2_f.rgb, vex_color.a ) * lightmap_fragment(normal_f); gl_FragColor = fog4( vec4( output_f.rgb, 1.0 ) ); } #endif