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0ad/binaries/data/mods/public/shaders/terrain_common.fp

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!!ARBfp1.0
#ifdef USE_FP_SHADOW
OPTION ARB_fragment_program_shadow;
#endif
#ifdef LIGHTING_MODEL_old
#define CLAMP_LIGHTING
#endif
#ifdef CLAMP_LIGHTING // for compat with old scenarios that expect clamped lighting
#define MAD_MAYBE_SAT MAD_SAT
#else
#define MAD_MAYBE_SAT MAD
#endif
PARAM ambient = program.local[0];
#ifdef DECAL
PARAM shadingColor = program.local[1];
#endif
#ifdef USE_SHADOW_PCF
PARAM shadowOffsets1 = program.local[2];
PARAM shadowOffsets2 = program.local[3];
TEMP offset;
#endif
TEMP tex;
TEMP temp;
TEMP diffuse;
TEMP color;
#ifdef BLEND
// Use alpha from blend texture
// TODO: maybe we should invert the texture instead of doing SUB here?
TEX tex.a, fragment.texcoord[1], texture[1], 2D;
SUB result.color.a, 1.0, tex.a;
#endif
// Load diffuse colour
TEX color, fragment.texcoord[0], texture[0], 2D;
#ifdef DECAL
// Use alpha from main texture
MOV result.color.a, color;
#endif
// Compute color = texture * (ambient + diffuse*shadow)
// (diffuse is 2*fragment.color due to clamp-avoidance in the vertex program)
#ifdef USE_SHADOW
#ifdef USE_FP_SHADOW
#ifdef USE_SHADOW_PCF
MOV offset.zw, fragment.texcoord[2];
ADD offset.xy, fragment.texcoord[2], shadowOffsets1;
TEX temp.x, offset, texture[2], SHADOW2D;
ADD offset.xy, fragment.texcoord[2], shadowOffsets1.zwzw;
TEX temp.y, offset, texture[2], SHADOW2D;
ADD offset.xy, fragment.texcoord[2], shadowOffsets2;
TEX temp.z, offset, texture[2], SHADOW2D;
ADD offset.xy, fragment.texcoord[2], shadowOffsets2.zwzw;
TEX temp.w, offset, texture[2], SHADOW2D;
DP4 temp, temp, 0.25;
#else
TEX temp, fragment.texcoord[2], texture[2], SHADOW2D;
#endif
#else
TEX tex, fragment.texcoord[2], texture[2], 2D;
MOV_SAT temp.z, fragment.texcoord[2].z;
SGE temp, tex.x, temp.z;
#endif
#ifdef CLAMP_LIGHTING
MAD_SAT diffuse.rgb, fragment.color, 2.0, ambient;
LRP temp.rgb, temp, diffuse, ambient;
#else
MUL diffuse.rgb, fragment.color, 2.0;
MAD temp.rgb, diffuse, temp, ambient;
#endif
MUL color.rgb, color, temp;
#else
MAD_MAYBE_SAT temp.rgb, fragment.color, 2.0, ambient;
MUL color.rgb, color, temp;
#endif
// Multiply everything by the LOS texture
TEX tex.a, fragment.texcoord[3], texture[3], 2D;
MUL color.rgb, color, tex.a;
#ifdef DECAL
MUL result.color.rgb, color, shadingColor;
#else
MOV result.color.rgb, color;
#endif
END