nuclide/platform/base_glsl.pk3dir/glsl/defaultskin.glsl

340 lines
7.6 KiB
GLSL

!!ver 130
!!permu FRAMEBLEND
!!permu SKELETAL
!!permu UPPERLOWER
!!permu FOG
!!samps diffuse reflectcube upper lower
!!cvardf gl_affinemodels=0
!!cvardf gl_ldr=1
!!cvardf gl_halflambert=1
!!cvardf gl_mono=0
!!cvardf gl_kdither=0
!!cvardf gl_stipplealpha=0
!!permu FAKESHADOWS
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
!!cvardf r_skipDiffuse
#include "sys/defs.h"
#include "sys/fog.h"
#if gl_affinemodels == 1
#define affine noperspective
#else
#define affine
#endif
#ifdef REFLECTCUBE
varying vec3 eyevector;
varying mat3 invsurface;
#endif
#ifdef FAKESHADOWS
varying vec4 vtexprojcoord;
#endif
affine varying vec2 tex_c;
varying vec3 light;
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
float lambert( vec3 normal, vec3 dir ) {
return dot( normal, dir );
}
float halflambert( vec3 normal, vec3 dir ) {
return ( dot( normal, dir ) * 0.5 ) + 0.5;
}
#ifdef CHROME
/* Rotate Light Vector */
vec3 rlv(vec3 axis, vec3 origin, vec3 lightpoint)
{
vec3 offs;
vec3 result;
offs[0] = lightpoint[0] - origin[0];
offs[1] = lightpoint[1] - origin[1];
offs[2] = lightpoint[2] - origin[2];
result[0] = dot(offs[0], axis[0]);
result[1] = dot(offs[1], axis[1]);
result[2] = dot(offs[2], axis[2]);
return result;
}
#endif
vec3 VectorIRotate( vec3 inPos, mat3x4 xform )
{
vec3 outPos;
outPos.x = inPos.x*xform[0][0] + inPos.y*xform[1][0] + inPos.z*xform[2][0];
outPos.y = inPos.x*xform[0][1] + inPos.y*xform[1][1] + inPos.z*xform[2][1];
outPos.z = inPos.x*xform[0][2] + inPos.y*xform[1][2] + inPos.z*xform[2][2];
return outPos;
}
vec3 VectorTransform( vec3 inPos, mat3x4 xform )
{
vec3 outPos;
outPos.x = dot( inPos, xform[0].xyz ) + xform[0][3];
outPos.y = dot( inPos, xform[1].xyz ) + xform[1][3];
outPos.z = dot( inPos, xform[2].xyz ) + xform[2][3];
return outPos;
}
void main ()
{
vec3 n, s, t, w;
gl_Position = skeletaltransform_wnst(w,n,s,t);
tex_c = v_texcoord;
#if gl_halflambert==1
light = e_light_ambient + (e_light_mul * halflambert(n, e_light_dir));
#else
light = e_light_ambient + (e_light_mul * lambert(n, e_light_dir));
#endif
light *= e_lmscale.r;
if (gl_ldr == 1.0) {
if (light.r > 1.5)
light.r = 1.5;
if (light.g > 1.5)
light.g = 1.5;
if (light.b > 1.5)
light.b = 1.5;
light.rgb * 0.5;
light.rgb = floor(light.rgb * vec3(32,64,32))/vec3(32,64,32);
light.rgb * 2.0;
light.rgb *= 0.75;
}
#ifdef CHROME
#ifndef SKELETAL
vec3 rorg = rlv(vec3(0,0,0), w, e_light_dir);
vec3 viewc = normalize(rorg - w);
float d = dot(n, viewc);
vec3 reflected;
reflected.x = n.x * 2.0 * d - viewc.x;
reflected.y = n.y * 2.0 * d - viewc.y;
reflected.z = n.z * 2.0 * d - viewc.z;
tex_c.x = 0.5 + reflected.y * 0.5;
tex_c.y = 0.5 - reflected.z * 0.5;
#else
/* code contributed by Slartibarty */
vec3 tmp = e_eyepos * -1.0f;
int boneid = int(v_bone.r);
tmp.x += m_bones_mat3x4[boneid][0][3];
tmp.y += m_bones_mat3x4[boneid][1][3];
tmp.z += m_bones_mat3x4[boneid][2][3];
tmp = normalize( tmp );
vec3 chromeUp = normalize( cross( tmp, vec3( m_modelview[0][0], m_modelview[1][0], m_modelview[2][0] ) ) );
vec3 chromeRight = normalize( cross( chromeUp, tmp ) );
chromeUp = VectorIRotate( chromeUp, m_bones_mat3x4[boneid] );
chromeRight = VectorIRotate( chromeRight, m_bones_mat3x4[boneid] );
float na;
// calc s coord
na = dot( v_normal, chromeRight );
tex_c.x = ( na + 1.0 ) * 0.5;
// calc t coord
na = dot( v_normal, chromeUp );
tex_c.y = ( na + 1.0 ) * 0.5;
#endif
#endif
#ifdef REFLECTCUBE
invsurface[0] = v_svector;
invsurface[1] = v_tvector;
invsurface[2] = v_normal;
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 );
#endif
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/pcf.h"
vec4 kernel_dither(sampler2D targ, vec2 texc)
{
int x = int(mod(gl_FragCoord.x, 2.0));
int y = int(mod(gl_FragCoord.y, 2.0));
int index = x + y * 2;
vec2 coord_ofs;
vec2 size;
size.x = 1.0 / textureSize(targ, 0).x;
size.y = 1.0 / textureSize(targ, 0).y;
if (index == 0)
coord_ofs = vec2(0.25, 0.0);
else if (index == 1)
coord_ofs = vec2(0.50, 0.75);
else if (index == 2)
coord_ofs = vec2(0.75, 0.50);
else if (index == 3)
coord_ofs = vec2(0.00, 0.25);
return texture2D(targ, texc + coord_ofs * size);
}
vec3 hsv2rgb(float h, float s, float v)
{
int i;
float f,p,q,t;
vec3 col = vec3(0,0,0);
h = max(0.0, min(360.0, h));
s = max(0.0, min(100.0, s));
v = max(0.0, min(100.0, v));
s /= 100;
v /= 100;
if (s == 0) {
col.x= col.y = col.z = int(v*255);
return col / 255.0;
}
h /= 60;
i = int(floor(h));
f = h - i;
p = v * (1 - s);
q = v * (1 - s * f);
t = v * (1 - s * (1 - f));
switch (i) {
case 0:
col[0] = int(255*v);
col[1] = int(255*t);
col[2] = int(255*p);
break;
case 1:
col[0] = int(255*q);
col[1] = int(255*v);
col[2] = int(255*p);
break;
case 2:
col[0] = int(255*p);
col[1] = int(255*v);
col[2] = int(255*t);
break;
case 3:
col[0] = int(255*p);
col[1] = int(255*q);
col[2] = int(255*v);
break;
case 4:
col[0] = int(255*t);
col[1] = int(255*p);
col[2] = int(255*v);
break;
default:
col[0] = int(255*v);
col[1] = int(255*p);
col[2] = int(255*q);
}
return col / 255.0;
}
void main ()
{
vec4 diffuse_f;
#if r_skipDiffuse==1
diffuse_f = vec4(1.0, 1.0, 1.0, 1.0);
#else
#if gl_kdither==1
diffuse_f = kernel_dither(s_diffuse, tex_c);
#else
diffuse_f = texture2D(s_diffuse, tex_c);
#endif
#endif
#ifdef UPPER
vec4 uc = texture2D(s_upper, tex_c);
if (e_colourident.z == 2.0) {
vec3 topcolor = hsv2rgb(e_colourident.x * 360, 100, 100);
diffuse_f.rgb += uc.rgb*topcolor*uc.a;
} else {
diffuse_f.rgb += uc.rgb*e_uppercolour*uc.a;
}
#endif
#ifdef LOWER
vec4 lc = texture2D(s_lower, tex_c);
if (e_colourident.z == 2.0) {
vec3 bottomcolor = hsv2rgb(e_colourident.y * 360, 100, 100);
diffuse_f.rgb += lc.rgb*bottomcolor*lc.a;
} else {
diffuse_f.rgb += lc.rgb*e_lowercolour*lc.a;
}
#endif
diffuse_f.rgb *= light;
#ifdef REFLECTCUBE
vec3 cube_c;
vec4 out_f = vec4( 1.0, 1.0, 1.0, 1.0 );
cube_c = reflect( normalize( -eyevector ), vec3( 0, 0, 1 ) );
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;
out_f.rgb = mix( textureCube( s_reflectcube, cube_c ).rgb, diffuse_f.rgb, diffuse_f.a );
diffuse_f = out_f;
#endif
if (e_colourident.z != 2.0) {
diffuse_f *= e_colourident;
}
#if gl_stipplealpha==1
float alpha = e_colourident.a;
int x = int(mod(gl_FragCoord.x, 2.0));
int y = int(mod(gl_FragCoord.y, 2.0));
if (alpha <= 0.0) {
discard;
} else if (alpha <= 0.25) {
diffuse_f.a = 1.0;
if (x + y == 2)
discard;
if (x + y == 1)
discard;
} else if (alpha <= 0.5) {
diffuse_f.a = 1.0;
if (x + y == 2)
discard;
if (x + y == 0)
discard;
} else if (alpha < 1.0) {
diffuse_f.a = 1.0;
if (x + y == 2)
discard;
}
#endif
#if gl_mono==1
float bw = (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0;
diffuse_f.rgb = vec3(bw, bw, bw);
#endif
#ifdef FAKESHADOWS
diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
gl_FragColor = fog4(diffuse_f);
}
#endif