Ykkrosh
d295dacb9b
Change lighting model for new maps to allow better overbrightness. Cache player colours instead of loading from scripts every time the renderer wants them. This was SVN commit r9123.
63 lines
1.5 KiB
GLSL
63 lines
1.5 KiB
GLSL
!!ARBfp1.0
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#ifdef USE_FP_SHADOW
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OPTION ARB_fragment_program_shadow;
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#endif
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#ifdef LIGHTING_MODEL_old
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#define CLAMP_LIGHTING
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#endif
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#ifdef CLAMP_LIGHTING // for compat with old scenarios that expect clamped lighting
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#define MAD_MAYBE_SAT MAD_SAT
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#else
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#define MAD_MAYBE_SAT MAD
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#endif
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PARAM ambient = program.local[0];
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TEMP tex;
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TEMP temp;
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TEMP diffuse;
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TEMP color;
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#ifdef BLEND
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// Use alpha from blend texture
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// TODO: maybe we should invert the texture instead of doing SUB here?
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TEX tex.a, fragment.texcoord[1], texture[1], 2D;
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SUB result.color.a, 1.0, tex.a;
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#endif
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// Load diffuse colour
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TEX color, fragment.texcoord[0], texture[0], 2D;
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#ifdef DECAL
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// Use alpha from main texture
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MOV result.color.a, color;
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#endif
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// Compute color = texture * (ambient + diffuse*shadow)
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// (diffuse is 2*fragment.color due to clamp-avoidance in the vertex program)
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#ifdef USE_SHADOW
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#ifdef USE_FP_SHADOW
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TEX temp, fragment.texcoord[2], texture[2], SHADOW2D;
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#else
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TEX tex, fragment.texcoord[2], texture[2], 2D;
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MOV_SAT temp.z, fragment.texcoord[2].z;
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SGE temp, tex.x, temp.z;
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#endif
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MUL diffuse.rgb, fragment.color, 2.0;
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MAD_MAYBE_SAT temp.rgb, diffuse, temp, ambient;
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MUL color.rgb, color, temp;
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#else
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MAD_MAYBE_SAT temp.rgb, fragment.color, 2.0, ambient;
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MUL color.rgb, color, temp;
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#endif
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// Multiply everything by the LOS texture
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TEX tex.a, fragment.texcoord[3], texture[3], 2D;
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MUL color.rgb, color, tex.a;
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MOV result.color.rgb, color;
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END
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