nuclide/platform/base_glsl.pk3dir/glsl/terrain.glsl

168 lines
3.9 KiB
GLSL

//======= Copyright (c) 2015-2020 Vera Visions LLC. All rights reserved. =======
//
// Purpose:
//
// Default terrain shader that blends between two surfaces and creates a
// realistic transition using the diffusemaps' monochrome channel for masking.
//==============================================================================
!!ver 110
!!permu FOG
!!permu BUMP
!!permu DELUXE
!!permu UPPERLOWER
!!samps 6
!!samps lightmap
!!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3
!!samps =DELUXE deluxemap
!!samps =LIGHTSTYLED =DELUXE deluxemap1 deluxemap2 deluxemap3
!!samps =UPPERLOWER upper
!!permu FAKESHADOWS
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
!!cvardf r_skipNormal
!!cvardf r_skipLightmap
#include "sys/defs.h"
varying vec2 tex_c;
varying vec4 vex_color;
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();
tex_c = v_texcoord;
vex_color = v_colour;
gl_Position = ftetransform();
#ifdef FAKESHADOWS
vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));
#endif
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
#include "sys/pcf.h"
#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 )
{
vec4 diff1_f = texture2D( s_t0, tex_c);
vec4 diff2_f = texture2D( s_t1, tex_c);
float alpha = 1.0;
float bw = 1.0 - (diff2_f.r + diff2_f.g + diff2_f.b) / 3.0;
#if r_skipNormal==0
vec3 normal1_f = normalize(texture2D(s_t2, tex_c).rgb - 0.5);
vec3 normal2_f = normalize(texture2D(s_t3, tex_c).rgb - 0.5);
#endif
if (vex_color.a < 1.0) {
if (bw > vex_color.a) {
alpha = 0.0;
}
}
/* light */
#if r_skipNormal==0
diff1_f.rgb *= lightmap_fragment(normal1_f);
diff2_f.rgb *= lightmap_fragment(normal2_f);
#else
diff1_f.rgb *= lightmap_fragment();
diff2_f.rgb *= lightmap_fragment();
#endif
vec3 output_f = mix(diff1_f.rgb, diff2_f.rgb, alpha);
#ifdef FAKESHADOWS
output_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
#if defined(UPPERLOWER)
output_f.rgb *= (texture2D(s_upper, tex_c * 4.0).rgb + 0.5);
#endif
gl_FragColor = fog4( vec4( output_f.rgb, 1.0 ) );
}
#endif