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shader_hlsl.h

"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
"// written by Forest 'LordHavoc' Hale\n"
"// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
"\n"
"// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
"#if defined(USEREFLECTION)\n"
"#undef USESHADOWMAPORTHO\n"
"#endif\n"
"\n"
"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
"# define USEFOG\n"
"#endif\n"
"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
"#define USELIGHTMAP\n"
"#endif\n"
"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
"#define USEEYEVECTOR\n"
"#endif\n"
"\n"
"#ifdef FRAGMENT_SHADER\n"
"#ifdef HLSL\n"
"//#undef USESHADOWMAPPCF\n"
"//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
"#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
"#else\n"
"#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
"#endif\n"
"#endif\n"
"\n"
"#ifdef VERTEX_SHADER\n"
"#ifdef USETRIPPY\n"
"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n"
"// tweaked scale\n"
"float4 TrippyVertex(float4 position)\n"
"(\n"
"uniform float ClientTime : register(c2)\n"
")\n"
"{\n"
"     float worldTime = ClientTime;\n"
"     // tweaked for Quake\n"
"     worldTime *= 10.0;\n"
"     position *= 0.125;\n"
"     //~tweaked for Quake\n"
"     float distanceSquared = (position.x * position.x + position.z * position.z);\n"
"     position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n"
"     float y = position.y;\n"
"     float x = position.x;\n"
"     float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n"
"     position.y = x*sin(om)+y*cos(om);\n"
"     position.x = x*cos(om)-y*sin(om);\n"
"     return position;\n"
"}\n"
"#endif\n"
"#endif\n"
"\n"
"#ifdef MODE_DEPTH_OR_SHADOW\n"
"#ifdef VERTEX_SHADER\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
"out float4 gl_Position : POSITION,\n"
"out float Depth : TEXCOORD0\n"
")\n"
"{\n"
"     gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
"#ifdef USETRIPPY\n"
"     gl_Position = TrippyVertex(gl_Position);\n"
"#endif\n"
"     Depth = gl_Position.z;\n"
"}\n"
"#endif\n"
"\n"
"#ifdef FRAGMENT_SHADER\n"
"void main\n"
"(\n"
"float Depth : TEXCOORD0,\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"{\n"
"//   float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n"
"     float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
"     temp.yz -= floor(temp.yz);\n"
"     gl_FragColor = temp;\n"
"//   gl_FragColor = float4(Depth,0,0,0);\n"
"}\n"
"#endif\n"
"#else // !MODE_DEPTH_ORSHADOW\n"
"\n"
"\n"
"\n"
"\n"
"#ifdef MODE_SHOWDEPTH\n"
"#ifdef VERTEX_SHADER\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
"out float4 gl_Position : POSITION,\n"
"out float4 gl_FrontColor : COLOR0\n"
")\n"
"{\n"
"     gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
"#ifdef USETRIPPY\n"
"     gl_Position = TrippyVertex(gl_Position);\n"
"#endif\n"
"     gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
"}\n"
"#endif\n"
"\n"
"#ifdef FRAGMENT_SHADER\n"
"void main\n"
"(\n"
"float4 gl_FrontColor : COLOR0,\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"{\n"
"     gl_FragColor = gl_FrontColor;\n"
"}\n"
"#endif\n"
"#else // !MODE_SHOWDEPTH\n"
"\n"
"\n"
"\n"
"\n"
"#ifdef MODE_POSTPROCESS\n"
"\n"
"#ifdef VERTEX_SHADER\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
"float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
"out float4 gl_Position : POSITION,\n"
"out float2 TexCoord1 : TEXCOORD0,\n"
"out float2 TexCoord2 : TEXCOORD1\n"
")\n"
"{\n"
"     gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
"     TexCoord1 = gl_MultiTexCoord0.xy;\n"
"#ifdef USEBLOOM\n"
"     TexCoord2 = gl_MultiTexCoord4.xy;\n"
"#endif\n"
"}\n"
"#endif\n"
"\n"
"#ifdef FRAGMENT_SHADER\n"
"void main\n"
"(\n"
"float2 TexCoord1 : TEXCOORD0,\n"
"float2 TexCoord2 : TEXCOORD1,\n"
"uniform sampler Texture_First : register(s0),\n"
"#ifdef USEBLOOM\n"
"uniform sampler Texture_Second : register(s1),\n"
"#endif\n"
"#ifdef USEGAMMARAMPS\n"
"uniform sampler Texture_GammaRamps : register(s2),\n"
"#endif\n"
"#ifdef USESATURATION\n"
"uniform float Saturation : register(c30),\n"
"#endif\n"
"#ifdef USEVIEWTINT\n"
"uniform float4 ViewTintColor : register(c41),\n"
"#endif\n"
"uniform float4 UserVec1 : register(c37),\n"
"uniform float4 UserVec2 : register(c38),\n"
"uniform float4 UserVec3 : register(c39),\n"
"uniform float4 UserVec4 : register(c40),\n"
"uniform float ClientTime : register(c2),\n"
"uniform float2 PixelSize : register(c25),\n"
"uniform float4 BloomColorSubtract : register(c43),\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"{\n"
"     gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
"#ifdef USEBLOOM\n"
"     gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
"#endif\n"
"#ifdef USEVIEWTINT\n"
"     gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
"#endif\n"
"\n"
"#ifdef USEPOSTPROCESSING\n"
"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
"     float sobel = 1.0;\n"
"     // float2 ts = textureSize(Texture_First, 0);\n"
"     // float2 px = float2(1/ts.x, 1/ts.y);\n"
"     float2 px = PixelSize;\n"
"     float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
"     float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x,  0.0)).rgb;\n"
"     float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
"     float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
"     float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x,  0.0)).rgb;\n"
"     float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
"     float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
"     float3 y2 = tex2D(Texture_First, TexCoord1 + float2(  0.0,-px.y)).rgb;\n"
"     float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
"     float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
"     float3 y5 = tex2D(Texture_First, TexCoord1 + float2(  0.0, px.y)).rgb;\n"
"     float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
"     float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
"     float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
"     float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
"     float px4 =  1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
"     float px5 =  2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
"     float px6 =  1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
"     float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
"     float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
"     float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
"     float py4 =  1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
"     float py5 =  2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
"     float py6 =  1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
"     sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
"     gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
"     gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
"     gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
"     gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
"     gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
"     gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
"     gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
"#endif\n"
"\n"
"#ifdef USESATURATION\n"
"     //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
"     float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
"     // 'vampire sight' effect, wheres red is compensated\n"
"     #ifdef SATURATION_REDCOMPENSATE\n"
"           float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
"           gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
"           gl_FragColor.r += r;\n"
"     #else\n"
"           // normal desaturation\n"
"           //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
"           gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
"     #endif\n"
"#endif\n"
"\n"
"#ifdef USEGAMMARAMPS\n"
"     gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
"     gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
"     gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
"#endif\n"
"}\n"
"#endif\n"
"#else // !MODE_POSTPROCESS\n"
"\n"
"\n"
"\n"
"\n"
"#ifdef MODE_GENERIC\n"
"#ifdef VERTEX_SHADER\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
"float4 gl_Color : COLOR0,\n"
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
"out float4 gl_Position : POSITION,\n"
"#ifdef USEDIFFUSE\n"
"out float2 TexCoord1 : TEXCOORD0,\n"
"#endif\n"
"#ifdef USESPECULAR\n"
"out float2 TexCoord2 : TEXCOORD1,\n"
"#endif\n"
"out float4 gl_FrontColor : COLOR\n"
")\n"
"{\n"
"     gl_FrontColor = gl_Color;\n"
"#ifdef USEDIFFUSE\n"
"     TexCoord1 = gl_MultiTexCoord0.xy;\n"
"#endif\n"
"#ifdef USESPECULAR\n"
"     TexCoord2 = gl_MultiTexCoord1.xy;\n"
"#endif\n"
"     gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
"#ifdef USETRIPPY\n"
"     gl_Position = TrippyVertex(gl_Position);\n"
"#endif\n"
"}\n"
"#endif\n"
"\n"
"#ifdef FRAGMENT_SHADER\n"
"\n"
"void main\n"
"(\n"
"float4 gl_FrontColor : COLOR0,\n"
"float2 TexCoord1 : TEXCOORD0,\n"
"float2 TexCoord2 : TEXCOORD1,\n"
"#ifdef USEDIFFUSE\n"
"uniform sampler Texture_First : register(s0),\n"
"#endif\n"
"#ifdef USESPECULAR\n"
"uniform sampler Texture_Second : register(s1),\n"
"#endif\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"{\n"
"#ifdef USEVIEWTINT\n"
"     gl_FragColor = gl_FrontColor;\n"
"#else\n"
"     gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
"#endif\n"
"#ifdef USEDIFFUSE\n"
"     gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
"#endif\n"
"\n"
"#ifdef USESPECULAR\n"
"     float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
"# ifdef USECOLORMAPPING\n"
"     gl_FragColor *= tex2;\n"
"# endif\n"
"# ifdef USEGLOW\n"
"     gl_FragColor += tex2;\n"
"# endif\n"
"# ifdef USEVERTEXTEXTUREBLEND\n"
"     gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
"# endif\n"
"#endif\n"
"}\n"
"#endif\n"
"#else // !MODE_GENERIC\n"
"\n"
"\n"
"\n"
"\n"
"#ifdef MODE_BLOOMBLUR\n"
"#ifdef VERTEX_SHADER\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
"out float4 gl_Position : POSITION,\n"
"out float2 TexCoord : TEXCOORD0\n"
")\n"
"{\n"
"     TexCoord = gl_MultiTexCoord0.xy;\n"
"     gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
"}\n"
"#endif\n"
"\n"
"#ifdef FRAGMENT_SHADER\n"
"\n"
"void main\n"
"(\n"
"float2 TexCoord : TEXCOORD0,\n"
"uniform sampler Texture_First : register(s0),\n"
"uniform float4 BloomBlur_Parameters : register(c1),\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"{\n"
"     int i;\n"
"     float2 tc = TexCoord;\n"
"     float3 color = tex2D(Texture_First, tc).rgb;\n"
"     tc += BloomBlur_Parameters.xy;\n"
"     for (i = 1;i < SAMPLES;i++)\n"
"     {\n"
"           color += tex2D(Texture_First, tc).rgb;\n"
"           tc += BloomBlur_Parameters.xy;\n"
"     }\n"
"     gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
"}\n"
"#endif\n"
"#else // !MODE_BLOOMBLUR\n"
"#ifdef MODE_REFRACTION\n"
"#ifdef VERTEX_SHADER\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
"uniform float4x4 TexMatrix : register(c0),\n"
"uniform float3 EyePosition : register(c24),\n"
"out float4 gl_Position : POSITION,\n"
"out float2 TexCoord : TEXCOORD0,\n"
"out float3 EyeVector : TEXCOORD1,\n"
"out float4 ModelViewProjectionPosition : TEXCOORD2\n"
")\n"
"{\n"
"     TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
"     gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
"     ModelViewProjectionPosition = gl_Position;\n"
"#ifdef USETRIPPY\n"
"     gl_Position = TrippyVertex(gl_Position);\n"
"#endif\n"
"}\n"
"#endif\n"
"\n"
"#ifdef FRAGMENT_SHADER\n"
"void main\n"
"(\n"
"float2 TexCoord : TEXCOORD0,\n"
"float3 EyeVector : TEXCOORD1,\n"
"float4 ModelViewProjectionPosition : TEXCOORD2,\n"
"uniform sampler Texture_Normal : register(s0),\n"
"uniform sampler Texture_Refraction : register(s3),\n"
"uniform sampler Texture_Reflection : register(s7),\n"
"uniform float4 DistortScaleRefractReflect : register(c14),\n"
"uniform float4 ScreenScaleRefractReflect : register(c32),\n"
"uniform float4 ScreenCenterRefractReflect : register(c31),\n"
"uniform float4 RefractColor : register(c29),\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"{\n"
"     float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
"     //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
"     float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
"     float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy;\n"
"     // FIXME temporary hack to detect the case that the reflection\n"
"     // gets blackened at edges due to leaving the area that contains actual\n"
"     // content.\n"
"     // Remove this 'ack once we have a better way to stop this thing from\n"
"     // 'appening.\n"
"     float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
"     f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
"     f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
"     f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
"     ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
"     gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
"}\n"
"#endif\n"
"#else // !MODE_REFRACTION\n"
"\n"
"\n"
"\n"
"\n"
"#ifdef MODE_WATER\n"
"#ifdef VERTEX_SHADER\n"
"\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
"float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
"uniform float4x4 TexMatrix : register(c0),\n"
"uniform float3 EyePosition : register(c24),\n"
"out float4 gl_Position : POSITION,\n"
"out float2 TexCoord : TEXCOORD0,\n"
"out float3 EyeVector : TEXCOORD1,\n"
"out float4 ModelViewProjectionPosition : TEXCOORD2\n"
")\n"
"{\n"
"     TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
"     float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
"     EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
"     EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
"     EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
"     gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
"     ModelViewProjectionPosition = gl_Position;\n"
"#ifdef USETRIPPY\n"
"     gl_Position = TrippyVertex(gl_Position);\n"
"#endif\n"
"}\n"
"#endif\n"
"\n"
"#ifdef FRAGMENT_SHADER\n"
"void main\n"
"(\n"
"float2 TexCoord : TEXCOORD0,\n"
"float3 EyeVector : TEXCOORD1,\n"
"float4 ModelViewProjectionPosition : TEXCOORD2,\n"
"uniform sampler Texture_Normal : register(s0),\n"
"uniform sampler Texture_Refraction : register(s3),\n"
"uniform sampler Texture_Reflection : register(s7),\n"
"uniform float4 DistortScaleRefractReflect : register(c14),\n"
"uniform float4 ScreenScaleRefractReflect : register(c32),\n"
"uniform float4 ScreenCenterRefractReflect : register(c31),\n"
"uniform float4 RefractColor : register(c29),\n"
"uniform float4 ReflectColor : register(c26),\n"
"uniform float ReflectFactor : register(c27),\n"
"uniform float ReflectOffset : register(c28),\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"{\n"
"     float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
"     //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
"     float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
"     //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
"     float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
"     // FIXME temporary hack to detect the case that the reflection\n"
"     // gets blackened at edges due to leaving the area that contains actual\n"
"     // content.\n"
"     // Remove this 'ack once we have a better way to stop this thing from\n"
"     // 'appening.\n"
"     float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
"     f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
"     f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
"     f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
"     ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
"     f  = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
"     f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
"     f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
"     f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
"     ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
"     float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
"     gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
"}\n"
"#endif\n"
"#else // !MODE_WATER\n"
"\n"
"\n"
"\n"
"\n"
"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
"\n"
"// fragment shader specific:\n"
"#ifdef FRAGMENT_SHADER\n"
"\n"
"#ifdef USEFOG\n"
"float3 FogVertex(float4 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
"{\n"
"     float fogfrac;\n"
"     float3 fc = FogColor;\n"
"#ifdef USEFOGALPHAHACK\n"
"     fc *= surfacecolor.a;\n"
"#endif\n"
"#ifdef USEFOGHEIGHTTEXTURE\n"
"     float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
"     fogfrac = fogheightpixel.a;\n"
"     return lerp(fogheightpixel.rgb * fc, surfacecolor.rgb, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
"#else\n"
"# ifdef USEFOGOUTSIDE\n"
"     fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
"# else\n"
"     fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
"# endif\n"
"     return lerp(fc, surfacecolor.rgb, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
"#endif\n"
"}\n"
"#endif\n"
"\n"
"#ifdef USEOFFSETMAPPING\n"
"float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n"
"{\n"
"     float i;\n"
"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
"     // 14 sample relief mapping: linear search and then binary search\n"
"     // this basically steps forward a small amount repeatedly until it finds\n"
"     // itself inside solid, then jitters forward and back using decreasing\n"
"     // amounts to find the impact\n"
"     //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_ScaleSteps.x) * float2(-1, 1), -1);\n"
"     //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_ScaleSteps.x * float2(-1, 1), -1);\n"
"     float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_ScaleSteps.x * float2(-1, 1), -1);\n"
"     float3 RT = float3(TexCoord, 1);\n"
"     OffsetVector *= OffsetMapping_ScaleSteps.z;\n"
"     for(i = 1.0; i < OffsetMapping_ScaleSteps.y; ++i)\n"
"           RT += OffsetVector *  step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
"     for(i = 0.0, f = 1.0; i < OffsetMapping_ScaleSteps.w; ++i, f *= 0.5)\n"
"           RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n"
"     return RT.xy;\n"
"#else\n"
"     // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
"     //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_ScaleSteps.x) * float2(-1, 1));\n"
"     //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_ScaleSteps.x * float2(-1, 1));\n"
"     float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_ScaleSteps.x * float2(-1, 1));\n"
"     OffsetVector *= OffsetMapping_ScaleSteps.z;\n"
"     for(i = 0.0; i < OffsetMapping_ScaleSteps.y; ++i)\n"
"           TexCoord += OffsetVector * (1.0 - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
"     return TexCoord;\n"
"#endif\n"
"}\n"
"#endif // USEOFFSETMAPPING\n"
"\n"
"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
"#if defined(USESHADOWMAP2D)\n"
"# ifdef USESHADOWMAPORTHO\n"
"#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
"# else\n"
"#  ifdef USESHADOWMAPVSDCT\n"
"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
"{\n"
"     float3 adir = abs(dir);\n"
"     float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
"     float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
"     return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
"}\n"
"#  else\n"
"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
"{\n"
"     float3 adir = abs(dir);\n"
"     float ma = adir.z;\n"
"     float4 proj = float4(dir, 2.5);\n"
"     if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
"     if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
"#ifdef HLSL\n"
"     return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
"#else\n"
"     float2 aparams = ShadowMap_Parameters.xy / ma;\n"
"     return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
"#endif\n"
"}\n"
"#  endif\n"
"# endif\n"
"#endif // defined(USESHADOWMAP2D)\n"
"\n"
"# ifdef USESHADOWMAP2D\n"
"#ifdef USESHADOWMAPVSDCT\n"
"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
"#else\n"
"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
"#endif\n"
"{\n"
"#ifdef USESHADOWMAPVSDCT\n"
"     float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
"#else\n"
"     float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
"#endif\n"
"     float f;\n"
"\n"
"#  ifdef USESHADOWSAMPLER\n"
"#    ifdef USESHADOWMAPPCF\n"
"#      define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r  \n"
"     float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
"     f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
"#    else\n"
"     f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
"#    endif\n"
"#  else\n"
"#    ifdef USESHADOWMAPPCF\n"
"#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
"#      ifdef GL_ARB_texture_gather\n"
"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
"#      else\n"
"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
"#      endif\n"
"     float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
"#      if USESHADOWMAPPCF > 1\n"
"     float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
"     float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
"     float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
"     float4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
"     float4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
"     float4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
"     float4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
"     float4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
"     float4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
"     float4 locols = float4(group1.ab, group3.ab);\n"
"     float4 hicols = float4(group7.rg, group9.rg);\n"
"     locols.yz += group2.ab;\n"
"     hicols.yz += group8.rg;\n"
"     float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
"                       float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
"                       lerp(locols, hicols, offset.y);\n"
"     float4 cols = group5 + float4(group2.rg, group8.ab);\n"
"     cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
"     f = dot(cols, float4(1.0/25.0));\n"
"#      else\n"
"     float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
"     float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
"     float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
"     float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
"     float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
"                       lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
"     f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
"#      endif\n"
"#     else\n"
"#      ifdef GL_EXT_gpu_shader4\n"
"#        define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
"#      else\n"
"#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r  \n"
"#      endif\n"
"#      if USESHADOWMAPPCF > 1\n"
"     float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
"     center *= ShadowMap_TextureScale;\n"
"     float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
"     float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
"     float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
"     float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
"     float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
"     f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
"#      else\n"
"     float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
"     float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
"     float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
"     float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
"     float3 cols = row2 + lerp(row1, row3, offset.y);\n"
"     f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
"#      endif\n"
"#     endif\n"
"#    else\n"
"     f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
"#    endif\n"
"#  endif\n"
"#  ifdef USESHADOWMAPORTHO\n"
"     return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
"#  else\n"
"     return f;\n"
"#  endif\n"
"}\n"
"# endif\n"
"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
"#endif // FRAGMENT_SHADER\n"
"\n"
"\n"
"\n"
"\n"
"#ifdef MODE_DEFERREDGEOMETRY\n"
"#ifdef VERTEX_SHADER\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
"float4 gl_Color : COLOR0,\n"
"#endif\n"
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
"float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
"uniform float4x4 TexMatrix : register(c0),\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
"uniform float4x4 BackgroundTexMatrix : register(c4),\n"
"#endif\n"
"uniform float4x4 ModelViewMatrix : register(c12),\n"
"#ifdef USEOFFSETMAPPING\n"
"uniform float3 EyePosition : register(c24),\n"
"#endif\n"
"out float4 gl_Position : POSITION,\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
"out float4 gl_FrontColor : COLOR,\n"
"#endif\n"
"out float4 TexCoordBoth : TEXCOORD0,\n"
"#ifdef USEOFFSETMAPPING\n"
"out float3 EyeVector : TEXCOORD2,\n"
"#endif\n"
"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
"out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
")\n"
"{\n"
"     TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
"     gl_FrontColor = gl_Color;\n"
"     TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
"#endif\n"
"\n"
"     // transform unnormalized eye direction into tangent space\n"
"#ifdef USEOFFSETMAPPING\n"
"     float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
"     EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
"     EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
"     EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
"#endif\n"
"\n"
"     VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
"     VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
"     VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
"     gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
"#ifdef USETRIPPY\n"
"     gl_Position = TrippyVertex(gl_Position);\n"
"#endif\n"
"     VectorR.w = gl_Position.z;\n"
"}\n"
"#endif // VERTEX_SHADER\n"
"\n"
"#ifdef FRAGMENT_SHADER\n"
"void main\n"
"(\n"
"float4 TexCoordBoth : TEXCOORD0,\n"
"float3 EyeVector : TEXCOORD2,\n"
"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
"float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
"uniform sampler Texture_Normal : register(s0),\n"
"#ifdef USEALPHAKILL\n"
"uniform sampler Texture_Color : register(s1),\n"
"#endif\n"
"uniform sampler Texture_Gloss : register(s2),\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
"uniform sampler Texture_SecondaryNormal : register(s4),\n"
"uniform sampler Texture_SecondaryGloss : register(s6),\n"
"#endif\n"
"#ifdef USEOFFSETMAPPING\n"
"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n"
"#endif\n"
"uniform half SpecularPower : register(c36),\n"
"#ifdef HLSL\n"
"out float4 gl_FragData0 : COLOR0,\n"
"out float4 gl_FragData1 : COLOR1\n"
"#else\n"
"out float4 gl_FragColor : COLOR\n"
"#endif\n"
")\n"
"{\n"
"     float2 TexCoord = TexCoordBoth.xy;\n"
"#ifdef USEOFFSETMAPPING\n"
"     // apply offsetmapping\n"
"     float2 dPdx = ddx(TexCoord);\n"
"     float2 dPdy = ddy(TexCoord);\n"
"     float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, EyeVector, Texture_Normal, dPdx, dPdy);\n"
"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n"
"#else\n"
"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n"
"#endif\n"
"\n"
"#ifdef USEALPHAKILL\n"
"     if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n"
"           discard;\n"
"#endif\n"
"\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
"     float alpha = offsetMappedTexture2D(Texture_Color).a;\n"
"     float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
"     //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
"     //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
"#endif\n"
"\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
"     float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
"     float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n"
"#else\n"
"     float3 surfacenormal = offsetMappedTexture2D(Texture_Normal).rgb - float3(0.5, 0.5, 0.5);\n"
"     float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
"#endif\n"
"\n"
"#ifdef HLSL\n"
"     gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
"     float Depth = VectorR.w / 256.0;\n"
"     float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
"//   float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
"     depthcolor.yz -= floor(depthcolor.yz);\n"
"     gl_FragData1 = depthcolor;\n"
"#else\n"
"     gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
"#endif\n"
"}\n"
"#endif // FRAGMENT_SHADER\n"
"#else // !MODE_DEFERREDGEOMETRY\n"
"\n"
"\n"
"\n"
"\n"
"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
"#ifdef VERTEX_SHADER\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
"uniform float4x4 ModelViewMatrix : register(c12),\n"
"out float4 gl_Position : POSITION,\n"
"out float4 ModelViewPosition : TEXCOORD0\n"
")\n"
"{\n"
"     ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
"     gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
"}\n"
"#endif // VERTEX_SHADER\n"
"\n"
"#ifdef FRAGMENT_SHADER\n"
"void main\n"
"(\n"
"#ifdef HLSL\n"
"float2 Pixel : VPOS,\n"
"#else\n"
"float2 Pixel : WPOS,\n"
"#endif\n"
"float4 ModelViewPosition : TEXCOORD0,\n"
"uniform float4x4 ViewToLight : register(c44),\n"
"uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
"uniform float3 LightPosition : register(c23),\n"
"uniform half2 PixelToScreenTexCoord : register(c42),\n"
"uniform half3 DeferredColor_Ambient : register(c9),\n"
"uniform half3 DeferredColor_Diffuse : register(c10),\n"
"#ifdef USESPECULAR\n"
"uniform half3 DeferredColor_Specular : register(c11),\n"
"uniform half SpecularPower : register(c36),\n"
"#endif\n"
"uniform sampler Texture_Attenuation : register(s9),\n"
"uniform sampler Texture_ScreenDepth : register(s13),\n"
"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
"\n"
"#ifdef USECUBEFILTER\n"
"uniform samplerCUBE Texture_Cube : register(s10),\n"
"#endif\n"
"\n"
"#ifdef USESHADOWMAP2D\n"
"# ifdef USESHADOWSAMPLER\n"
"uniform sampler Texture_ShadowMap2D : register(s15),\n"
"# else\n"
"uniform sampler Texture_ShadowMap2D : register(s15),\n"
"# endif\n"
"#endif\n"
"\n"
"#ifdef USESHADOWMAPVSDCT\n"
"uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
"#endif\n"
"\n"
"#if defined(USESHADOWMAP2D)\n"
"uniform float2 ShadowMap_TextureScale : register(c35),\n"
"uniform float4 ShadowMap_Parameters : register(c34),\n"
"#endif\n"
"\n"
"out float4 gl_FragData0 : COLOR0,\n"
"out float4 gl_FragData1 : COLOR1\n"
")\n"
"{\n"
"     // calculate viewspace pixel position\n"
"     float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
"     //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
"     float3 position;\n"
"#ifdef HLSL\n"
"     position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
"#else\n"
"     position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
"#endif\n"
"     position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
"     // decode viewspace pixel normal\n"
"     half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
"     half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
"     // surfacenormal = pixel normal in viewspace\n"
"     // LightVector = pixel to light in viewspace\n"
"     // CubeVector = position in lightspace\n"
"     // eyevector = pixel to view in viewspace\n"
"     float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
"     half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
"#ifdef USEDIFFUSE\n"
"     // calculate diffuse shading\n"
"     half3 lightnormal = half3(normalize(LightPosition - position));\n"
"     half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
"#endif\n"
"#ifdef USESPECULAR\n"
"     // calculate directional shading\n"
"     float3 eyevector = position * -1.0;\n"
"#  ifdef USEEXACTSPECULARMATH\n"
"     half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
"#  else\n"
"     half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
"     half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
"#  endif\n"
"#endif\n"
"\n"
"#if defined(USESHADOWMAP2D)\n"
"     fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
"#ifdef USESHADOWMAPVSDCT\n"
", Texture_CubeProjection\n"
"#endif\n"
"     ));\n"
"#endif\n"
"\n"
"#ifdef USEDIFFUSE\n"
"     gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
"#else\n"
"     gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
"#endif\n"
"#ifdef USESPECULAR\n"
"     gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
"#else\n"
"     gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
"#endif\n"
"\n"
"# ifdef USECUBEFILTER\n"
"     float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
"     gl_FragData0.rgb *= cubecolor;\n"
"     gl_FragData1.rgb *= cubecolor;\n"
"# endif\n"
"}\n"
"#endif // FRAGMENT_SHADER\n"
"#else // !MODE_DEFERREDLIGHTSOURCE\n"
"\n"
"\n"
"\n"
"\n"
"#ifdef VERTEX_SHADER\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
"float4 gl_Color : COLOR0,\n"
"#endif\n"
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
"float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
"float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
"\n"
"uniform float3 EyePosition : register(c24),\n"
"uniform float4x4 TexMatrix : register(c0),\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
"uniform float4x4 BackgroundTexMatrix : register(c4),\n"
"#endif\n"
"#ifdef MODE_LIGHTSOURCE\n"
"uniform float4x4 ModelToLight : register(c20),\n"
"#endif\n"
"#ifdef MODE_LIGHTSOURCE\n"
"uniform float3 LightPosition : register(c27),\n"
"#endif\n"
"#ifdef MODE_LIGHTDIRECTION\n"
"uniform float3 LightDir : register(c26),\n"
"#endif\n"
"uniform float4 FogPlane : register(c25),\n"
"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
"uniform float3 LightPosition : register(c27),\n"
"#endif\n"
"#ifdef USESHADOWMAPORTHO\n"
"uniform float4x4 ShadowMapMatrix : register(c16),\n"
"#endif\n"
"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
"out float4 gl_FrontColor : COLOR,\n"
"#endif\n"
"out float4 TexCoordBoth : TEXCOORD0,\n"
"#ifdef USELIGHTMAP\n"
"out float2 TexCoordLightmap : TEXCOORD1,\n"
"#endif\n"
"#ifdef USEEYEVECTOR\n"
"out float3 EyeVector : TEXCOORD2,\n"
"#endif\n"
"#ifdef USEREFLECTION\n"
"out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
"#endif\n"
"#ifdef USEFOG\n"
"out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
"#endif\n"
"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
"out float3 LightVector : TEXCOORD1,\n"
"#endif\n"
"#ifdef MODE_LIGHTSOURCE\n"
"out float3 CubeVector : TEXCOORD3,\n"
"#endif\n"
"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
"out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
"#endif\n"
"#ifdef USESHADOWMAPORTHO\n"
"out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
"#endif\n"
"out float4 gl_Position : POSITION\n"
")\n"
"{\n"
"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
"     gl_FrontColor = gl_Color;\n"
"#endif\n"
"     // copy the surface texcoord\n"
"     TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
"     TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
"#endif\n"
"#ifdef USELIGHTMAP\n"
"     TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
"#endif\n"
"\n"
"#ifdef MODE_LIGHTSOURCE\n"
"     // transform vertex position into light attenuation/cubemap space\n"
"     // (-1 to +1 across the light box)\n"
"     CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
"\n"
"# ifdef USEDIFFUSE\n"
"     // transform unnormalized light direction into tangent space\n"
"     // (we use unnormalized to ensure that it interpolates correctly and then\n"
"     //  normalize it per pixel)\n"
"     float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
"     LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
"     LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
"     LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
"# endif\n"
"#endif\n"
"\n"
"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
"     LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
"     LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
"     LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
"#endif\n"
"\n"
"     // transform unnormalized eye direction into tangent space\n"
"#ifdef USEEYEVECTOR\n"
"     float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
"     EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
"     EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
"     EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
"#endif\n"
"\n"
"#ifdef USEFOG\n"
"     EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
"     EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
"#endif\n"
"\n"
"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
"     VectorS = gl_MultiTexCoord1.xyz;\n"
"     VectorT = gl_MultiTexCoord2.xyz;\n"
"     VectorR = gl_MultiTexCoord3.xyz;\n"
"#endif\n"
"\n"
"     // transform vertex to camera space, using ftransform to match non-VS rendering\n"
"     gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
"\n"
"#ifdef USESHADOWMAPORTHO\n"
"     ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
"#endif\n"
"\n"
"#ifdef USEREFLECTION\n"
"     ModelViewProjectionPosition = gl_Position;\n"
"#endif\n"
"#ifdef USETRIPPY\n"
"     gl_Position = TrippyVertex(gl_Position);\n"
"#endif\n"
"}\n"
"#endif // VERTEX_SHADER\n"
"\n"
"\n"
"\n"
"\n"
"#ifdef FRAGMENT_SHADER\n"
"void main\n"
"(\n"
"#ifdef USEDEFERREDLIGHTMAP\n"
"#ifdef HLSL\n"
"float2 Pixel : VPOS,\n"
"#else\n"
"float2 Pixel : WPOS,\n"
"#endif\n"
"#endif\n"
"float4 gl_FrontColor : COLOR,\n"
"float4 TexCoordBoth : TEXCOORD0,\n"
"#ifdef USELIGHTMAP\n"
"float2 TexCoordLightmap : TEXCOORD1,\n"
"#endif\n"
"#ifdef USEEYEVECTOR\n"
"float3 EyeVector : TEXCOORD2,\n"
"#endif\n"
"#ifdef USEREFLECTION\n"
"float4 ModelViewProjectionPosition : TEXCOORD3,\n"
"#endif\n"
"#ifdef USEFOG\n"
"float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
"#endif\n"
"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
"float3 LightVector : TEXCOORD1,\n"
"#endif\n"
"#ifdef MODE_LIGHTSOURCE\n"
"float3 CubeVector : TEXCOORD3,\n"
"#endif\n"
"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
"float4 ModelViewPosition : TEXCOORD0,\n"
"#endif\n"
"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
"#endif\n"
"#ifdef USESHADOWMAPORTHO\n"
"float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
"#endif\n"
"\n"
"uniform sampler Texture_Normal : register(s0),\n"
"uniform sampler Texture_Color : register(s1),\n"
"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
"uniform sampler Texture_Gloss : register(s2),\n"
"#endif\n"
"#ifdef USEGLOW\n"
"uniform sampler Texture_Glow : register(s3),\n"
"#endif\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
"uniform sampler Texture_SecondaryNormal : register(s4),\n"
"uniform sampler Texture_SecondaryColor : register(s5),\n"
"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
"uniform sampler Texture_SecondaryGloss : register(s6),\n"
"#endif\n"
"#ifdef USEGLOW\n"
"uniform sampler Texture_SecondaryGlow : register(s7),\n"
"#endif\n"
"#endif\n"
"#ifdef USECOLORMAPPING\n"
"uniform sampler Texture_Pants : register(s4),\n"
"uniform sampler Texture_Shirt : register(s7),\n"
"#endif\n"
"#ifdef USEFOG\n"
"uniform sampler Texture_FogHeightTexture : register(s14),\n"
"uniform sampler Texture_FogMask : register(s8),\n"
"#endif\n"
"#ifdef USELIGHTMAP\n"
"uniform sampler Texture_Lightmap : register(s9),\n"
"#endif\n"
"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
"uniform sampler Texture_Deluxemap : register(s10),\n"
"#endif\n"
"#ifdef USEREFLECTION\n"
"uniform sampler Texture_Reflection : register(s7),\n"
"#endif\n"
"\n"
"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
"uniform sampler Texture_ScreenDepth : register(s13),\n"
"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
"#endif\n"
"#ifdef USEDEFERREDLIGHTMAP\n"
"uniform sampler Texture_ScreenDepth : register(s13),\n"
"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
"uniform sampler Texture_ScreenDiffuse : register(s11),\n"
"uniform sampler Texture_ScreenSpecular : register(s12),\n"
"#endif\n"
"\n"
"#ifdef USECOLORMAPPING\n"
"uniform half3 Color_Pants : register(c7),\n"
"uniform half3 Color_Shirt : register(c8),\n"
"#endif\n"
"#ifdef USEFOG\n"
"uniform float3 FogColor : register(c16),\n"
"uniform float FogRangeRecip : register(c20),\n"
"uniform float FogPlaneViewDist : register(c19),\n"
"uniform float FogHeightFade : register(c17),\n"
"#endif\n"
"\n"
"#ifdef USEOFFSETMAPPING\n"
"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n"
"#endif\n"
"\n"
"#ifdef USEDEFERREDLIGHTMAP\n"
"uniform half2 PixelToScreenTexCoord : register(c42),\n"
"uniform half3 DeferredMod_Diffuse : register(c12),\n"
"uniform half3 DeferredMod_Specular : register(c13),\n"
"#endif\n"
"uniform half3 Color_Ambient : register(c3),\n"
"uniform half3 Color_Diffuse : register(c4),\n"
"uniform half3 Color_Specular : register(c5),\n"
"uniform half SpecularPower : register(c36),\n"
"#ifdef USEGLOW\n"
"uniform half3 Color_Glow : register(c6),\n"
"#endif\n"
"uniform half Alpha : register(c0),\n"
"#ifdef USEREFLECTION\n"
"uniform float4 DistortScaleRefractReflect : register(c14),\n"
"uniform float4 ScreenScaleRefractReflect : register(c32),\n"
"uniform float4 ScreenCenterRefractReflect : register(c31),\n"
"uniform half4 ReflectColor : register(c26),\n"
"#endif\n"
"#ifdef USEREFLECTCUBE\n"
"uniform float4x4 ModelToReflectCube : register(c48),\n"
"uniform sampler Texture_ReflectMask : register(s5),\n"
"uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
"#endif\n"
"#ifdef MODE_LIGHTDIRECTION\n"
"uniform half3 LightColor : register(c21),\n"
"#endif\n"
"#ifdef MODE_LIGHTSOURCE\n"
"uniform half3 LightColor : register(c21),\n"
"#endif\n"
"\n"
"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
"uniform sampler Texture_Attenuation : register(s9),\n"
"uniform samplerCUBE Texture_Cube : register(s10),\n"
"#endif\n"
"\n"
"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
"\n"
"#ifdef USESHADOWMAP2D\n"
"# ifdef USESHADOWSAMPLER\n"
"uniform sampler Texture_ShadowMap2D : register(s15),\n"
"# else\n"
"uniform sampler Texture_ShadowMap2D : register(s15),\n"
"# endif\n"
"#endif\n"
"\n"
"#ifdef USESHADOWMAPVSDCT\n"
"uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
"#endif\n"
"\n"
"#if defined(USESHADOWMAP2D)\n"
"uniform float2 ShadowMap_TextureScale : register(c35),\n"
"uniform float4 ShadowMap_Parameters : register(c34),\n"
"#endif\n"
"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
"\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"{\n"
"     float2 TexCoord = TexCoordBoth.xy;\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
"     float2 TexCoord2 = TexCoordBoth.zw;\n"
"#endif\n"
"#ifdef USEOFFSETMAPPING\n"
"     // apply offsetmapping\n"
"     float2 dPdx = ddx(TexCoord);\n"
"     float2 dPdy = ddy(TexCoord);\n"
"     float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, EyeVector, Texture_Normal, dPdx, dPdy);\n"
"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n"
"#else\n"
"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n"
"#endif\n"
"\n"
"     // combine the diffuse textures (base, pants, shirt)\n"
"     half4 color = half4(offsetMappedTexture2D(Texture_Color));\n"
"#ifdef USEALPHAKILL\n"
"     if (color.a < 0.5)\n"
"           discard;\n"
"#endif\n"
"     color.a *= Alpha;\n"
"#ifdef USECOLORMAPPING\n"
"     color.rgb += half3(offsetMappedTexture2D(Texture_Pants).rgb) * Color_Pants + half3(offsetMappedTexture2D(Texture_Shirt).rgb) * Color_Shirt;\n"
"#endif\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
"#ifdef USEBOTHALPHAS\n"
"     half4 color2 = half4(tex2D(Texture_SecondaryColor, TexCoord2));\n"
"     half terrainblend = clamp(half(gl_FrontColor.a) * color.a, half(1.0 - color2.a), half(1.0));\n"
"     color.rgb = lerp(color2.rgb, color.rgb, terrainblend);\n"
"#else\n"
"     half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
"     //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
"     //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
"     color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
"     color.a = 1.0;\n"
"     //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
"#endif\n"
"#endif\n"
"\n"
"     // get the surface normal\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
"     half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
"#else\n"
"     half3 surfacenormal = half3(normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5, 0.5, 0.5)));\n"
"#endif\n"
"\n"
"     // get the material colors\n"
"     half3 diffusetex = color.rgb;\n"
"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
"# ifdef USEVERTEXTEXTUREBLEND\n"
"     half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), offsetMappedTexture2D(Texture_Gloss), terrainblend));\n"
"# else\n"
"     half4 glosstex = half4(offsetMappedTexture2D(Texture_Gloss));\n"
"# endif\n"
"#endif\n"
"\n"
"#ifdef USEREFLECTCUBE\n"
"     float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
"     float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
"     float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
"     diffusetex += half3(offsetMappedTexture2D(Texture_ReflectMask).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
"#endif\n"
"\n"
"\n"
"\n"
"\n"
"#ifdef MODE_LIGHTSOURCE\n"
"     // light source\n"
"#ifdef USEDIFFUSE\n"
"     half3 lightnormal = half3(normalize(LightVector));\n"
"     half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
"     color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
"#ifdef USESPECULAR\n"
"#ifdef USEEXACTSPECULARMATH\n"
"     half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
"#else\n"
"     half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
"     half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
"#endif\n"
"     color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
"#endif\n"
"#else\n"
"     color.rgb = diffusetex * Color_Ambient;\n"
"#endif\n"
"     color.rgb *= LightColor;\n"
"     color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
"#if defined(USESHADOWMAP2D)\n"
"     color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
"#ifdef USESHADOWMAPVSDCT\n"
", Texture_CubeProjection\n"
"#endif\n"
"     ));\n"
"\n"
"#endif\n"
"# ifdef USECUBEFILTER\n"
"     color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
"# endif\n"
"\n"
"#ifdef USESHADOWMAP2D\n"
"#ifdef USESHADOWMAPVSDCT\n"
"//   float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
"#else\n"
"//   float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
"#endif\n"
"//   color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
"//   color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
"//   color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
"//   color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
"//   color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
"//   color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
"//   color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
"//   color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
"//   color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
"//   color.r = half(shadowmaptc.z);\n"
"//   color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
"//   color.r = half(shadowmaptc.z);\n"
"//   color.r = 1;\n"
"//   color.rgb = abs(CubeVector);\n"
"#endif\n"
"//   color.rgb = half3(1,1,1);\n"
"#endif // MODE_LIGHTSOURCE\n"
"\n"
"\n"
"\n"
"\n"
"#ifdef MODE_LIGHTDIRECTION\n"
"#define SHADING\n"
"#ifdef USEDIFFUSE\n"
"     half3 lightnormal = half3(normalize(LightVector));\n"
"#endif\n"
"#define lightcolor LightColor\n"
"#endif // MODE_LIGHTDIRECTION\n"
"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
"#define SHADING\n"
"     // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
"     half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
"     half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
"     // convert modelspace light vector to tangentspace\n"
"     half3 lightnormal;\n"
"     lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
"     lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
"     lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
"     // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
"     // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
"     // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
"     // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
"     // to map the luxels to coordinates on the draw surfaces), which also causes\n"
"     // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
"     // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
"     // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
"     // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
"     lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
"#define SHADING\n"
"     // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
"     half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
"     half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
"#endif\n"
"\n"
"\n"
"\n"
"\n"
"#ifdef MODE_FAKELIGHT\n"
"#define SHADING\n"
"half3 lightnormal = half3(normalize(EyeVector));\n"
"half3 lightcolor = half3(1.0,1.0,1.0);\n"
"#endif // MODE_FAKELIGHT\n"
"\n"
"\n"
"\n"
"\n"
"#ifdef MODE_LIGHTMAP\n"
"     color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
"#endif // MODE_LIGHTMAP\n"
"#ifdef MODE_VERTEXCOLOR\n"
"     color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
"#endif // MODE_VERTEXCOLOR\n"
"#ifdef MODE_FLATCOLOR\n"
"     color.rgb = diffusetex * Color_Ambient;\n"
"#endif // MODE_FLATCOLOR\n"
"\n"
"\n"
"\n"
"\n"
"#ifdef SHADING\n"
"# ifdef USEDIFFUSE\n"
"     half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
"#  ifdef USESPECULAR\n"
"#   ifdef USEEXACTSPECULARMATH\n"
"     half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
"#   else\n"
"     half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
"     half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
"#   endif\n"
"     color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
"#  else\n"
"     color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
"#  endif\n"
"# else\n"
"     color.rgb = diffusetex * Color_Ambient;\n"
"# endif\n"
"#endif\n"
"\n"
"#ifdef USESHADOWMAPORTHO\n"
"     color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
"#endif\n"
"\n"
"#ifdef USEDEFERREDLIGHTMAP\n"
"     float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
"     color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
"     color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
"//   color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
"//   color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
"#endif\n"
"\n"
"#ifdef USEGLOW\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
"     color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, offsetMappedTexture2D(Texture_Glow).rgb, terrainblend)) * Color_Glow;\n"
"#else\n"
"     color.rgb += half3(offsetMappedTexture2D(Texture_Glow).rgb) * Color_Glow;\n"
"#endif\n"
"#endif\n"
"\n"
"#ifdef USEFOG\n"
"     color.rgb = half3(FogVertex(color, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture));\n"
"#endif\n"
"\n"
"     // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
"#ifdef USEREFLECTION\n"
"     float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
"     //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
"     float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
"     float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
"     // FIXME temporary hack to detect the case that the reflection\n"
"     // gets blackened at edges due to leaving the area that contains actual\n"
"     // content.\n"
"     // Remove this 'ack once we have a better way to stop this thing from\n"
"     // 'appening.\n"
"     float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
"     f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
"     f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
"     f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
"     ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
"     color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
"#endif\n"
"\n"
"     gl_FragColor = float4(color);\n"
"}\n"
"#endif // FRAGMENT_SHADER\n"
"\n"
"#endif // !MODE_DEFERREDLIGHTSOURCE\n"
"#endif // !MODE_DEFERREDGEOMETRY\n"
"#endif // !MODE_WATER\n"
"#endif // !MODE_REFRACTION\n"
"#endif // !MODE_BLOOMBLUR\n"
"#endif // !MODE_GENERIC\n"
"#endif // !MODE_POSTPROCESS\n"
"#endif // !MODE_SHOWDEPTH\n"
"#endif // !MODE_DEPTH_OR_SHADOW\n"

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