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tcmask_instanced.frag
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tcmask_instanced.frag
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// Version directive is set by Warzone when loading the shader
// (This shader supports GLSL 1.20 - 1.50 core.)
//#pragma debug(on)
// constants overridden by WZ when loading shaders (do not modify here in the shader source!)
#define WZ_MIP_LOAD_BIAS 0.f
#define WZ_SHADOW_MODE 1
#define WZ_SHADOW_FILTER_SIZE 3
#define WZ_SHADOW_CASCADES_COUNT 3
//
#define WZ_MAX_SHADOW_CASCADES 3
uniform sampler2D Texture; // diffuse map
uniform sampler2D TextureTcmask; // tcmask
uniform sampler2D TextureNormal; // normal map
uniform sampler2D TextureSpecular; // specular map
uniform sampler2DArrayShadow shadowMap; // shadow map
uniform sampler2D lightmap_tex;
uniform mat4 ViewMatrix;
uniform int tcmask; // whether a tcmask texture exists for the model
uniform int normalmap; // whether a normal map exists for the model
uniform int specularmap; // whether a specular map exists for the model
uniform int hasTangents; // whether tangents were calculated for model
uniform float graphicsCycle; // a periodically cycling value for special effects
uniform vec4 sceneColor; //emissive light
uniform vec4 ambient;
uniform vec4 diffuse;
uniform vec4 specular;
uniform mat4 ShadowMapMVPMatrix[WZ_MAX_SHADOW_CASCADES];
uniform vec4 ShadowMapCascadeSplits;
uniform int ShadowMapSize;
uniform int fogEnabled; // whether fog is enabled
uniform float fogEnd;
uniform float fogStart;
uniform vec4 fogColor;
#if (!defined(GL_ES) && (__VERSION__ >= 130)) || (defined(GL_ES) && (__VERSION__ >= 300))
#define NEWGL
#define FRAGMENT_INPUT in
#else
#define texture(tex,uv,bias) texture2D(tex,uv,bias)
#define FRAGMENT_INPUT varying
#endif
FRAGMENT_INPUT vec4 texCoord_vertexDistance; // vec(2) texCoord, float vertexDistance, (unused float)
FRAGMENT_INPUT vec3 normal;
FRAGMENT_INPUT vec3 lightDir;
FRAGMENT_INPUT vec3 halfVec;
FRAGMENT_INPUT mat4 NormalMatrix;
FRAGMENT_INPUT vec4 colour;
FRAGMENT_INPUT vec4 teamcolour;
FRAGMENT_INPUT vec4 packed_ecmState_alphaTest;
FRAGMENT_INPUT vec3 uvLightmap; // uvLightmap in .xy, heightAboveTerrain in .z
// For Shadows
FRAGMENT_INPUT vec3 fragPos;
FRAGMENT_INPUT vec3 fragNormal;
#ifdef NEWGL
out vec4 FragColor;
#else
// Uses gl_FragColor
#endif
float getShadowMapDepthComp(vec2 base_uv, float u, float v, vec2 shadowMapSizeInv, int cascadeIndex, float z)
{
vec2 uv = base_uv + vec2(u, v) * shadowMapSizeInv;
return texture( shadowMap, vec4(uv, cascadeIndex, z) );
}
float getShadowVisibility()
{
#if WZ_SHADOW_MODE == 0 || WZ_SHADOW_FILTER_SIZE == 0
// no shadow-mapping
return 1.0;
#else
// Shadow Mapping
vec4 fragPosViewSpace = ViewMatrix * vec4(fragPos, 1.0);
float depthValue = abs(fragPosViewSpace.z);
int cascadeIndex = 0;
// for (int i = 0; i < WZ_SHADOW_CASCADES_COUNT - 1; ++i)
// {
// if (depthValue >= ShadowMapCascadeSplits[i])
// {
// cascadeIndex = i + 1;
// }
// }
// unrolled loop, using vec4 swizzles
#if WZ_SHADOW_CASCADES_COUNT > 1
if (depthValue >= ShadowMapCascadeSplits.x)
{
cascadeIndex = 1;
}
#endif
#if WZ_SHADOW_CASCADES_COUNT > 2
if (depthValue >= ShadowMapCascadeSplits.y)
{
cascadeIndex = 2;
}
#endif
#if WZ_SHADOW_CASCADES_COUNT > 3
if (depthValue >= ShadowMapCascadeSplits.z)
{
cascadeIndex = 3;
}
#endif
vec4 shadowPos = ShadowMapMVPMatrix[cascadeIndex] * vec4(fragPos, 1.0);
vec3 pos = shadowPos.xyz / shadowPos.w;
if (pos.z > 1.0f)
{
return 1.0;
}
float bias = 0.0002f;
float visibility = 0.f;
#if WZ_SHADOW_MODE == 1
// Optimized PCF algorithm
// See: https://therealmjp.github.io/posts/shadow-maps/
// And: http://www.ludicon.com/castano/blog/articles/shadow-mapping-summary-part-1/
vec2 shadowMapSize = vec2(float(ShadowMapSize), float(ShadowMapSize));
float lightDepth = pos.z;
lightDepth += bias;
vec2 uv = pos.xy * shadowMapSize; // 1 unit - 1 texel
vec2 shadowMapSizeInv = 1.0 / shadowMapSize;
vec2 base_uv;
base_uv.x = floor(uv.x + 0.5);
base_uv.y = floor(uv.y + 0.5);
float s = (uv.x + 0.5 - base_uv.x);
float t = (uv.y + 0.5 - base_uv.y);
base_uv -= vec2(0.5, 0.5);
base_uv *= shadowMapSizeInv;
float sum = 0.0;
#if WZ_SHADOW_FILTER_SIZE <= 3
// 3x3
float uw0 = (3.0 - 2.0 * s);
float uw1 = (1.0 + 2.0 * s);
float u0 = (2.0 - s) / uw0 - 1.0;
float u1 = s / uw1 + 1.0;
float vw0 = (3.0 - 2.0 * t);
float vw1 = (1.0 + 2.0 * t);
float v0 = (2.0 - t) / vw0 - 1.0;
float v1 = t / vw1 + 1.0;
sum += uw0 * vw0 * getShadowMapDepthComp(base_uv, u0, v0, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw1 * vw0 * getShadowMapDepthComp(base_uv, u1, v0, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw0 * vw1 * getShadowMapDepthComp(base_uv, u0, v1, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw1 * vw1 * getShadowMapDepthComp(base_uv, u1, v1, shadowMapSizeInv, cascadeIndex, lightDepth);
visibility = sum * 1.0 / 16.0;
#elif WZ_SHADOW_FILTER_SIZE > 3 && WZ_SHADOW_FILTER_SIZE <= 5
// 5x5
float uw0 = (4.0 - 3.0 * s);
float uw1 = 7.0;
float uw2 = (1.0 + 3.0 * s);
float u0 = (3.0 - 2.0 * s) / uw0 - 2.0;
float u1 = (3.0 + s) / uw1;
float u2 = s / uw2 + 2.0;
float vw0 = (4.0 - 3.0 * t);
float vw1 = 7.0;
float vw2 = (1.0 + 3.0 * t);
float v0 = (3.0 - 2.0 * t) / vw0 - 2.0;
float v1 = (3.0 + t) / vw1;
float v2 = t / vw2 + 2.0;
sum += uw0 * vw0 * getShadowMapDepthComp(base_uv, u0, v0, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw1 * vw0 * getShadowMapDepthComp(base_uv, u1, v0, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw2 * vw0 * getShadowMapDepthComp(base_uv, u2, v0, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw0 * vw1 * getShadowMapDepthComp(base_uv, u0, v1, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw1 * vw1 * getShadowMapDepthComp(base_uv, u1, v1, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw2 * vw1 * getShadowMapDepthComp(base_uv, u2, v1, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw0 * vw2 * getShadowMapDepthComp(base_uv, u0, v2, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw1 * vw2 * getShadowMapDepthComp(base_uv, u1, v2, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw2 * vw2 * getShadowMapDepthComp(base_uv, u2, v2, shadowMapSizeInv, cascadeIndex, lightDepth);
visibility = sum * 1.0 / 144.0;
#else
// WZ_SHADOW_FILTER_SIZE > 5
// 7x7
float uw0 = (5.0 * s - 6.0);
float uw1 = (11.0 * s - 28.0);
float uw2 = -(11.0 * s + 17.0);
float uw3 = -(5.0 * s + 1.0);
float u0 = (4.0 * s - 5.0) / uw0 - 3.0;
float u1 = (4.0 * s - 16.0) / uw1 - 1.0;
float u2 = -(7.0 * s + 5.0) / uw2 + 1.0;
float u3 = -s / uw3 + 3.0;
float vw0 = (5.0 * t - 6.0);
float vw1 = (11.0 * t - 28.0);
float vw2 = -(11.0 * t + 17.0);
float vw3 = -(5.0 * t + 1.0);
float v0 = (4.0 * t - 5.0) / vw0 - 3.0;
float v1 = (4.0 * t - 16.0) / vw1 - 1.0;
float v2 = -(7.0 * t + 5.0) / vw2 + 1.0;
float v3 = -t / vw3 + 3.0;
sum += uw0 * vw0 * getShadowMapDepthComp(base_uv, u0, v0, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw1 * vw0 * getShadowMapDepthComp(base_uv, u1, v0, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw2 * vw0 * getShadowMapDepthComp(base_uv, u2, v0, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw3 * vw0 * getShadowMapDepthComp(base_uv, u3, v0, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw0 * vw1 * getShadowMapDepthComp(base_uv, u0, v1, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw1 * vw1 * getShadowMapDepthComp(base_uv, u1, v1, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw2 * vw1 * getShadowMapDepthComp(base_uv, u2, v1, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw3 * vw1 * getShadowMapDepthComp(base_uv, u3, v1, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw0 * vw2 * getShadowMapDepthComp(base_uv, u0, v2, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw1 * vw2 * getShadowMapDepthComp(base_uv, u1, v2, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw2 * vw2 * getShadowMapDepthComp(base_uv, u2, v2, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw3 * vw2 * getShadowMapDepthComp(base_uv, u3, v2, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw0 * vw3 * getShadowMapDepthComp(base_uv, u0, v3, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw1 * vw3 * getShadowMapDepthComp(base_uv, u1, v3, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw2 * vw3 * getShadowMapDepthComp(base_uv, u2, v3, shadowMapSizeInv, cascadeIndex, lightDepth);
sum += uw3 * vw3 * getShadowMapDepthComp(base_uv, u3, v3, shadowMapSizeInv, cascadeIndex, lightDepth);
visibility = sum * 1.0 / 2704.0;
#endif
// end WZ_SHADOW_FILTER_SIZE checks
#endif
// end WZ_SHADOW_MODE == 1
#if WZ_SHADOW_MODE == 2
// PCF
visibility = texture( shadowMap, vec4(pos.xy, cascadeIndex, (pos.z+bias)) );
#if WZ_SHADOW_FILTER_SIZE >= 2
const float edgeVal = 0.5+float((WZ_SHADOW_FILTER_SIZE-2)/2);
const float startVal = -edgeVal;
const float endVal = edgeVal + 0.5;
float texelIncrement = 1.0/float(ShadowMapSize);
const float visibilityIncrement = 0.5 / WZ_SHADOW_FILTER_SIZE;
for (float y=startVal; y<endVal; y+=1.0)
{
for (float x=startVal; x<endVal; x+=1.0)
{
visibility -= visibilityIncrement*(1.0-texture( shadowMap, vec4(pos.xy + vec2(x*texelIncrement, y*texelIncrement), cascadeIndex, (pos.z+bias)) ));
}
}
#endif
// end WZ_SHADOW_FILTER_SIZE >= 2
#endif
// end WZ_SHADOW_MODE == 2
visibility = clamp(visibility, 0.3, 1.0);
return visibility;
#endif
}
vec3 blendAddEffectLighting(vec3 a, vec3 b) {
return min(a + b, vec3(1.0));
}
void main()
{
// unpack inputs
vec2 texCoord = vec2(texCoord_vertexDistance.x, texCoord_vertexDistance.y);
float vertexDistance = texCoord_vertexDistance.z;
bool ecmEffect = (packed_ecmState_alphaTest.x > 0.f);
bool alphaTest = (packed_ecmState_alphaTest.y > 0.f);
vec4 diffuseMap = texture(Texture, texCoord, WZ_MIP_LOAD_BIAS);
if (alphaTest && (diffuseMap.a <= 0.5))
{
discard;
}
// Normal map implementations
vec3 N = normal;
if (normalmap != 0)
{
vec3 normalFromMap = texture(TextureNormal, texCoord, WZ_MIP_LOAD_BIAS).xyz;
// Complete replace normal with new value
N = normalFromMap.xzy * 2.0 - 1.0;
N.y = -N.y; // FIXME - to match WZ's light
// For object-space normal map
if (hasTangents == 0)
{
N = (NormalMatrix * vec4(N, 0.0)).xyz;
}
}
N = normalize(N);
// Сalculate and combine final lightning
vec4 light = sceneColor;
vec3 L = normalize(lightDir);
float lambertTerm = max(dot(N, L), 0.0); //diffuse light
float visibility = getShadowVisibility();
vec4 lightmap_vec4 = texture(lightmap_tex, uvLightmap.xy, 0.f);
float distanceAboveTerrain = uvLightmap.z;
float lightmapFactor = 1.0f - (clamp(distanceAboveTerrain, 0.f, 300.f) / 300.f);
if (lambertTerm > 0.0)
{
float vanillaFactor = 0.0; // Classic models shouldn't use diffuse light
if (specularmap != 0)
{
float specularMapValue = texture(TextureSpecular, texCoord, WZ_MIP_LOAD_BIAS).r;
vec4 specularFromMap = vec4(specularMapValue, specularMapValue, specularMapValue, 1.0);
// Gaussian specular term computation
vec3 H = normalize(halfVec);
float exponent = acos(dot(H, N)) / 0.33; //0.33 is shininess
float gaussianTerm = exp(-(exponent * exponent));
light += specular * gaussianTerm * lambertTerm * specularFromMap;
vanillaFactor = 1.0; // Neutralize factor for spec map
}
light += diffuse * lambertTerm * diffuseMap * vanillaFactor;
}
// ambient light maxed for classic models to keep results similar to original
light += vec4(blendAddEffectLighting(ambient.rgb, ((lightmap_vec4.rgb * lightmapFactor) / 3.f)), ambient.a) * diffuseMap * (1.0 + (1.0 - float(specularmap)));
light.rgb *= visibility;
light.a = 1.0f;
vec4 fragColour;
if (tcmask != 0)
{
// Get mask for team colors from texture
float maskAlpha = texture(TextureTcmask, texCoord, WZ_MIP_LOAD_BIAS).r;
// Apply color using grain merge with tcmask
fragColour = (light + (teamcolour - 0.5) * maskAlpha) * colour;
}
else
{
fragColour = light * colour;
}
if (ecmEffect)
{
fragColour.a = 0.66 + 0.66 * graphicsCycle;
}
if (fogEnabled > 0)
{
// Calculate linear fog
float fogFactor = (fogEnd - vertexDistance) / (fogEnd - fogStart);
if(fogFactor > 1.f)
{
discard;
}
// Return fragment color
fragColour = mix(fragColour, vec4(fogColor.xyz, fragColour.w), clamp(fogFactor, 0.0, 1.0));
}
#ifdef NEWGL
FragColor = fragColour;
#else
gl_FragColor = fragColour;
#endif
}