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 myhvec3 CubeVector;
21 varying vec3 LightVector;
22 varying vec3 EyeVector;
24 varying vec3 EyeVectorModelSpace;
27 varying myhvec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
28 varying myhvec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
29 varying myhvec3 VectorR; // direction of R texcoord (surface normal)
34 // vertex shader specific:
37 uniform vec3 LightPosition;
38 uniform vec3 EyePosition;
39 uniform myhvec3 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 myhalf OffsetMapping_Scale;
120 uniform myhalf OffsetMapping_Bias;
121 uniform myhalf FogRangeRecip;
123 uniform myhalf AmbientScale;
124 uniform myhalf DiffuseScale;
125 uniform myhalf SpecularScale;
126 uniform myhalf SpecularPower;
130 // apply offsetmapping
131 #ifdef USEOFFSETMAPPING
132 myhvec2 TexCoordOffset = myhvec2(TexCoord);
133 #define TexCoord TexCoordOffset
135 myhvec3 eyedir = myhvec3(normalize(EyeVector));
137 #ifdef USEOFFSETMAPPING_RELIEFMAPPING
138 myhalf depthbias = 1.0 - eyedir.z; // should this be a -?
139 depthbias = 1.0 - depthbias * depthbias;
141 // 14 sample relief mapping: linear search and then binary search
142 myhvec3 OffsetVector = myhvec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * myhvec2(-0.1, 0.1), -0.1);
143 vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;
144 if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += 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;OffsetVector *= 0.5;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;
161 // parallax mapping as described in the paper
162 // "Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces" by Terry Welsh
163 // The paper provides code in the ARB fragment program assembly language
164 // I translated it to GLSL but may have done something wrong - SavageX
165 myhalf height = texture2D(Texture_Normal, TexCoord).a;
166 height = (height * myhalf(OffsetMapping_Scale)) + myhalf(-0.02); // scale and bias
167 TexCoordOffset += myhalf(height) * myhvec2(eyedir.x, -1.0 * eyedir.y);
172 // combine the diffuse textures (base, pants, shirt)
173 vec4 color = vec4(texture2D(Texture_Color, TexCoord));
174 #ifdef USECOLORMAPPING
175 color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
181 #ifdef MODE_LIGHTSOURCE
184 // get the surface normal and light normal
185 myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);
186 myhvec3 diffusenormal = myhvec3(normalize(LightVector));
188 // calculate directional shading
189 color.rgb *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));
191 myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));
192 color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);
196 // apply light cubemap filter
197 //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
198 color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));
202 color.rgb *= LightColor;
206 // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright
207 // center and sharp falloff at the edge, this is about the most efficient
208 // we can get away with as far as providing illumination.
210 // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to
211 // provide significant illumination, large = slow = pain.
212 color.rgb *= max(1.0 - dot(CubeVector, CubeVector), 0.0);
217 #elif defined(MODE_LIGHTDIRECTION)
218 // directional model lighting
220 // get the surface normal and light normal
221 myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);
222 myhvec3 diffusenormal = myhvec3(normalize(LightVector));
224 // calculate directional shading
225 color.rgb *= AmbientColor + DiffuseColor * max(dot(surfacenormal, diffusenormal), 0.0);
227 myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));
228 color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);
234 #elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
235 // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
237 // get the surface normal and light normal
238 myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);
240 #ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
241 myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5;
242 myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, VectorS), dot(diffusenormal_modelspace, VectorT), dot(diffusenormal_modelspace, VectorR)));
244 myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5);
246 // calculate directional shading
247 myhvec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));
249 myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));
250 tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);
253 // apply lightmap color
254 color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * myhvec3(AmbientScale);
257 #else // MODE none (lightmap)
258 // apply lightmap color
259 color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);
265 color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord));
270 myhalf fog = texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x;
271 color.rgb = color.rgb * fog + FogColor * (1.0 - fog);
274 gl_FragColor = color;
277 #endif // FRAGMENT_SHADER