1 // ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
2 // written by Forest 'LordHavoc' Hale
4 // common definitions between vertex shader and fragment shader:
6 #ifdef __GLSL_CG_DATA_TYPES
17 varying vec2 TexCoord;
18 varying vec2 TexCoordLightmap;
20 varying vec3 CubeVector;
21 varying vec3 LightVector;
22 varying vec3 EyeVector;
24 varying vec3 EyeVectorModelSpace;
27 varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
28 varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
29 varying vec3 VectorR; // direction of R texcoord (surface normal)
34 // vertex shader specific:
37 uniform vec3 LightPosition;
38 uniform vec3 EyePosition;
39 uniform vec3 LightDir;
41 // TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)
45 gl_FrontColor = gl_Color;
46 // copy the surface texcoord
47 TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
48 #if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)
49 TexCoordLightmap = vec2(gl_MultiTexCoord4);
52 #ifdef MODE_LIGHTSOURCE
53 // transform vertex position into light attenuation/cubemap space
54 // (-1 to +1 across the light box)
55 CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
57 // transform unnormalized light direction into tangent space
58 // (we use unnormalized to ensure that it interpolates correctly and then
59 // normalize it per pixel)
60 vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
61 LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
62 LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
63 LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
66 #ifdef MODE_LIGHTDIRECTION
67 LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
68 LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
69 LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
72 // transform unnormalized eye direction into tangent space
74 vec3 EyeVectorModelSpace;
76 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
77 EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
78 EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
79 EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
81 #ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
82 VectorS = gl_MultiTexCoord1.xyz;
83 VectorT = gl_MultiTexCoord2.xyz;
84 VectorR = gl_MultiTexCoord3.xyz;
87 // transform vertex to camera space, using ftransform to match non-VS
89 gl_Position = ftransform();
92 #endif // VERTEX_SHADER
97 // fragment shader specific:
98 #ifdef FRAGMENT_SHADER
100 uniform sampler2D Texture_Normal;
101 uniform sampler2D Texture_Color;
102 uniform sampler2D Texture_Gloss;
103 uniform samplerCube Texture_Cube;
104 uniform sampler2D Texture_FogMask;
105 uniform sampler2D Texture_Pants;
106 uniform sampler2D Texture_Shirt;
107 uniform sampler2D Texture_Lightmap;
108 uniform sampler2D Texture_Deluxemap;
109 uniform sampler2D Texture_Glow;
111 uniform myhvec3 LightColor;
112 uniform myhvec3 AmbientColor;
113 uniform myhvec3 DiffuseColor;
114 uniform myhvec3 SpecularColor;
115 uniform myhvec3 Color_Pants;
116 uniform myhvec3 Color_Shirt;
117 uniform myhvec3 FogColor;
119 uniform float OffsetMapping_Scale;
120 uniform float OffsetMapping_Bias;
121 uniform float FogRangeRecip;
123 uniform myhalf AmbientScale;
124 uniform myhalf DiffuseScale;
125 uniform myhalf SpecularScale;
126 uniform myhalf SpecularPower;
130 // apply offsetmapping
131 #ifdef USEOFFSETMAPPING
132 vec2 TexCoordOffset = vec2(TexCoord);
133 #define TexCoord TexCoordOffset
135 vec3 eyedir = vec3(normalize(EyeVector));
136 float depthbias = 1.0 - eyedir.z; // should this be a -?
137 depthbias = 1.0 - depthbias * depthbias;
139 #ifdef USEOFFSETMAPPING_RELIEFMAPPING
140 // 14 sample relief mapping: linear search and then binary search
141 //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);
142 //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);
143 vec3 OffsetVector = vec3(eyedir.xy * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);
144 vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;
145 if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;
146 if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;
147 if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;
148 if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;
149 if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;
150 if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;
151 if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;
152 if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;
153 if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
154 if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
155 if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
156 if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
157 if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
158 if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
161 // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
162 //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);
163 //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);
164 vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);
165 //TexCoord += OffsetVector * 3.0;
166 TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
167 TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
168 TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
170 // 10 sample offset mapping
171 //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);
172 //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);
173 vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);
174 //TexCoord += OffsetVector * 3.0;
175 TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
176 TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
177 TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
178 TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
179 TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
180 TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
181 TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
182 TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
183 TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
184 TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
186 // parallax mapping as described in the paper
187 // "Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces" by Terry Welsh
188 // The paper provides code in the ARB fragment program assembly language
189 // I translated it to GLSL but may have done something wrong - SavageX
190 // LordHavoc: removed bias and simplified to one line
191 // LordHavoc: this is just a single sample offsetmapping...
192 TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;
194 // parallax mapping as described in the paper
195 // "Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces" by Terry Welsh
196 // The paper provides code in the ARB fragment program assembly language
197 // I translated it to GLSL but may have done something wrong - SavageX
198 float height = texture2D(Texture_Normal, TexCoord).a;
199 height = (height - 0.5) * OffsetMapping_Scale; // bias and scale
200 TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);
204 // combine the diffuse textures (base, pants, shirt)
205 vec4 color = vec4(texture2D(Texture_Color, TexCoord));
206 #ifdef USECOLORMAPPING
207 color.rgb += vec3(myhvec3(texture2D(Texture_Pants, TexCoord)) * myhvec3(Color_Pants) + myhvec3(texture2D(Texture_Shirt, TexCoord)) * myhvec3(Color_Shirt));
213 #ifdef MODE_LIGHTSOURCE
216 // get the surface normal and light normal
217 myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);
218 myhvec3 diffusenormal = myhvec3(normalize(LightVector));
220 // calculate directional shading
221 color.rgb *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));
223 myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));
224 color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);
228 // apply light cubemap filter
229 //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
230 color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));
234 color.rgb *= LightColor;
238 // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright
239 // center and sharp falloff at the edge, this is about the most efficient
240 // we can get away with as far as providing illumination.
242 // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to
243 // provide significant illumination, large = slow = pain.
244 color.rgb *= max(1.0 - dot(CubeVector, CubeVector), 0.0);
249 #elif defined(MODE_LIGHTDIRECTION)
250 // directional model lighting
252 // get the surface normal and light normal
253 myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhalf(0.5));
254 myhvec3 diffusenormal = myhvec3(normalize(LightVector));
256 // calculate directional shading
257 color.rgb *= vec3(myhvec3(AmbientColor) + myhvec3(DiffuseColor) * myhalf(max(dot(vec3(surfacenormal), vec3(diffusenormal)), 0.0)));
260 myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));
261 color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);
267 #elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
268 // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
270 // get the surface normal and light normal
271 myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);
273 #ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
274 myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5;
275 myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, VectorS), dot(diffusenormal_modelspace, VectorT), dot(diffusenormal_modelspace, VectorR)));
277 myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5);
279 // calculate directional shading
280 myhvec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));
282 myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));
283 tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);
286 // apply lightmap color
287 color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * myhvec3(AmbientScale);
290 #else // MODE none (lightmap)
291 // apply lightmap color
292 color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);
298 color.rgb += texture2D(Texture_Glow, TexCoord).rgb;
303 myhalf fog = texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x;
304 color.rgb = color.rgb * fog + FogColor * (1.0 - fog);
307 gl_FragColor = color;
310 #endif // FRAGMENT_SHADER