0ad/binaries/data/mods/public/shaders/arb/terrain_common.fp
2012-05-21 19:23:14 +00:00

97 lines
2.4 KiB
GLSL

!!ARBfp1.0
#if USE_FP_SHADOW
OPTION ARB_fragment_program_shadow;
#endif
PARAM ambient = program.local[0];
#if DECAL
PARAM shadingColor = program.local[1];
#endif
#if USE_FP_SHADOW && USE_SHADOW_PCF
PARAM shadowScale = program.local[2];
TEMP offset, size, weight;
#endif
TEMP tex;
TEMP temp;
TEMP diffuse;
TEMP color;
#if 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;
#if 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)
#if USE_SHADOW
#if USE_FP_SHADOW
#if USE_SHADOW_PCF
SUB offset.xy, fragment.texcoord[2], 0.5;
FRC offset.xy, offset;
ADD size.xy, offset, 1.0;
SUB size.zw, 2.0, offset.xyxy;
RCP weight.x, size.x;
RCP weight.y, size.y;
RCP weight.z, size.z;
RCP weight.w, size.w;
SUB weight.xy, 2.0, weight;
SUB weight.zw, weight, 1.0;
SUB offset.xy, fragment.texcoord[2], offset;
MOV offset.z, fragment.texcoord[2];
ADD weight, weight, offset.xyxy;
MUL weight, weight, shadowScale.zwzw;
MOV offset.xy, weight.zwww;
TEX temp.x, offset, texture[2], SHADOW2D;
MOV offset.x, weight.x;
TEX temp.y, offset, texture[2], SHADOW2D;
MOV offset.xy, weight.zyyy;
TEX temp.z, offset, texture[2], SHADOW2D;
MOV offset.x, weight.x;
TEX temp.w, offset, texture[2], SHADOW2D;
MUL size, size.zxzx, size.wwyy;
DP4 temp.x, temp, size;
MUL temp.x, temp.x, 0.111111;
#else
TEX temp.x, 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.x, tex.x, temp.z;
#endif
MUL diffuse.rgb, fragment.color, 2.0;
MAD temp.rgb, diffuse, temp.x, ambient;
MUL color.rgb, color, temp;
#else
MAD 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;
#if DECAL
MUL result.color.rgb, color, shadingColor;
#else
MOV result.color.rgb, color;
#endif
END