forked from 0ad/0ad
96 lines
2.4 KiB
GLSL
96 lines
2.4 KiB
GLSL
!!ARBfp1.0
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#if USE_FP_SHADOW
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OPTION ARB_fragment_program_shadow;
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#endif
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PARAM ambient = program.local[0];
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#if DECAL
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PARAM shadingColor = program.local[1];
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#endif
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#if USE_FP_SHADOW && USE_SHADOW_PCF
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PARAM shadowScale = program.local[2];
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TEMP offset, size, weight;
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#endif
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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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#if 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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#if 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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#if USE_SHADOW && !DISABLE_RECEIVE_SHADOWS
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TEMP shadowBias;
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TEMP biasedShdw;
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MOV shadowBias.x, 0.0005;
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MOV biasedShdw, fragment.texcoord[2];
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SUB biasedShdw.z, fragment.texcoord[2].z, shadowBias.x;
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#if USE_FP_SHADOW
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#if USE_SHADOW_PCF
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SUB offset.xy, fragment.texcoord[2], 0.5;
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FRC offset.xy, offset;
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ADD size.xy, offset, 1.0;
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SUB size.zw, 2.0, offset.xyxy;
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MAD offset.xy, -0.5, offset, fragment.texcoord[2];
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MOV offset.z, biasedShdw.z;
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ADD weight, { 1.0, 1.0, -0.5, -0.5 }, offset.xyxy;
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MUL weight, weight, shadowScale.zwzw;
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MOV offset.xy, weight.zwww;
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TEX temp.x, offset, texture[2], SHADOW2D;
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MOV offset.x, weight.x;
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TEX temp.y, offset, texture[2], SHADOW2D;
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MOV offset.xy, weight.zyyy;
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TEX temp.z, offset, texture[2], SHADOW2D;
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MOV offset.x, weight.x;
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TEX temp.w, offset, texture[2], SHADOW2D;
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MUL size, size.zxzx, size.wwyy;
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DP4 temp.x, temp, size;
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MUL temp.x, temp.x, 0.111111;
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#else
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TEX temp.x, biasedShdw, texture[2], SHADOW2D;
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#endif
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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, biasedShdw.z;
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SGE temp.x, 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 temp.rgb, diffuse, temp.x, ambient;
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MUL color.rgb, color, temp;
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#else
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MAD 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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#if DECAL
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MUL result.color.rgb, color, shadingColor;
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#else
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MOV result.color.rgb, color;
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#endif
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END
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