nuclide/platform/base_glsl.pk3dir/glsl/lightmapped.glsl

246 lines
5.7 KiB
GLSL

//======= Copyright (c) 2015-2020 Vera Visions LLC. All rights reserved. =======
//
// Purpose:
//
// Lightmapped surface.
//
// diffusemap = albedo (rgba)
// normalmap = normal (rgb), reflectmask (a)
//==============================================================================
!!ver 110
!!permu FOG
!!permu BUMP
!!permu DELUXE
!!permu LIGHTSTYLED
!!permu FULLBRIGHT
!!permu UPPERLOWER
!!samps diffuse
!!samps lightmap
!!samps =BUMP normalmap reflectcube
!!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3
!!samps =DELUXE deluxemap
!!samps =LIGHTSTYLED =DELUXE deluxemap1 deluxemap2 deluxemap3
!!samps =FULLBRIGHT fullbright
!!samps =UPPERLOWER upper
!!permu FAKESHADOWS
!!cvardf r_glsl_pcf
!!cvardf r_fullbright
!!samps =FAKESHADOWS shadowmap
!!cvardf r_skipDiffuse
!!cvardf r_skipFullbright
!!cvardf r_skipNormal
!!cvardf r_skipEnvmap
!!cvardf r_skipLightmap
!!cvardf r_skipDetail
#include "sys/defs.h"
// basics
varying vec2 tex_c;
varying vec2 lm0;
// unfortunately we do support lightstyles
#if defined(LIGHTSTYLED)
varying vec2 lm1, lm2, lm3;
#endif
// useful for terrain blending
varying vec4 vex_color;
// dynamic shadows
#ifdef FAKESHADOWS
varying vec4 vtexprojcoord;
#endif
#ifdef BUMP
varying vec3 eyevector;
varying mat3 invsurface;
#endif
varying vec3 norm;
#ifdef VERTEX_SHADER
void lightmapped_init(void)
{
lm0 = v_lmcoord;
#if defined(LIGHTSTYLED)
lm1 = v_lmcoord2;
lm2 = v_lmcoord3;
lm3 = v_lmcoord4;
#endif
}
void main ()
{
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
#ifdef BUMP
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);
invsurface[0] = v_svector;
invsurface[1] = v_tvector;
invsurface[2] = v_normal;
#endif
norm = v_normal;
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
#include "sys/pcf.h"
#if defined(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
#if r_skipLightmap == 0
vec3 lightmap_fragment()
{
vec3 lightmaps;
#if defined(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 (r_fullbright == 1) ? vec3(1.0, 1.0, 1.0) : lightmaps;
}
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 (r_fullbright == 1) ? vec3(1.0, 1.0, 1.0) : lightmaps;
#endif
}
#else
vec3 lightmap_fragment()
{
return vec3(1.0,1.0,1.0);
}
vec3 lightmap_fragment(vec3 normal_f)
{
return vec3(1.0,1.0,1.0);
}
#endif
float lambert(vec3 normal, vec3 dir)
{
return max(dot(normal, dir), 0.0);
}
void main (void)
{
vec4 diffuse_f;
float alpha;
#if r_skipDiffuse == 0
diffuse_f = texture2D(s_diffuse, tex_c);
#else
diffuse_f = vec4(1.0, 1.0, 1.0, 1.0);
#endif
#ifdef MASK
// alpha-testing happens here
if (diffuse_f.a < MASK)
discard;
#endif
#if r_skipDetail == 0
#if defined(UPPERLOWER)
diffuse_f.rgb *= (texture2D(s_upper, tex_c * 4.0).rgb + 0.5);
#endif
#endif
#ifdef FAKESHADOWS
diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
// the lighting stage for the world
#if defined(BUMP)
float refl = texture2D(s_normalmap, tex_c).a;
// whether to respect our bump, or to act flat
#if r_skipNormal == 0
vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5);
diffuse_f.rgb *= lightmap_fragment(normal_f);
#else
vec3 normal_f = vec3(0.0, 0.0, 1.0);
diffuse_f.rgb *= lightmap_fragment();
#endif
// environment mapping happens here
#if r_skipEnvmap == 0
vec3 cube_c;
vec3 env_f;
cube_c = reflect(normalize(-eyevector), vec3(0.0, 0.0, 1.0));
cube_c = cube_c.x * invsurface[0] +
cube_c.y * invsurface[1] +
cube_c.z * invsurface[2];
cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
env_f = textureCube(s_reflectcube, cube_c).rgb * (e_lmscale.rgb * 0.25);
diffuse_f.rgb = mix(env_f, diffuse_f.rgb, refl);
#else
diffuse_f.rgb = mix(vec3(0.0, 0.0, 0.0), diffuse_f.rgb, refl);
#endif
#else
diffuse_f.rgb *= lightmap_fragment();
#endif
#if defined(FULLBRIGHT) && r_skipFullbright == 0
diffuse_f.rgb += texture2D(s_fullbright, tex_c).rgb;
#endif
#if defined (VERTEXLIT)
vec3 light;
/* directional light */
light = (vec3(0.5,0.5,0.5) * lambert(norm, vec3(-1,-0.5,0.5))) * 2.0;
light += (vec3(0.25,0.25,0.25) * lambert(norm, reflect(norm, vec3(0.75, 0, 0)))) * 0.5;
light *= 2.0;
diffuse_f.rgb = texture2D(s_diffuse, tex_c).rgb * light;
#endif
// start blend at half-way point
alpha = vex_color.a * 1.5;
if (alpha > 1.0)
alpha = 1.0;
gl_FragColor = vec4(fog3(diffuse_f.rgb), alpha);
}
#endif