mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-03-25 16:43:33 +00:00
Add per-pixel lighting code
This commit is contained in:
parent
1223bca3d4
commit
18e80d5627
@ -33,5 +33,9 @@ vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor)
|
|||||||
lightResult.xyz += gl_FrontMaterial.emission.xyz;
|
lightResult.xyz += gl_FrontMaterial.emission.xyz;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
// TODO: make clamp configurable
|
||||||
|
// the following produces fixed-function compatible lighting, w/o clamp arguably looks better
|
||||||
|
//lightResult = clamp(lightResult, vec4(0.0, 0.0, 0.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0));
|
||||||
|
|
||||||
return lightResult;
|
return lightResult;
|
||||||
}
|
}
|
||||||
|
@ -22,7 +22,17 @@ varying vec2 emissiveMapUV;
|
|||||||
|
|
||||||
varying float depth;
|
varying float depth;
|
||||||
|
|
||||||
|
#define PER_PIXEL_LIGHTING 0
|
||||||
|
|
||||||
|
#if !PER_PIXEL_LIGHTING
|
||||||
varying vec4 lighting;
|
varying vec4 lighting;
|
||||||
|
#else
|
||||||
|
varying vec3 passViewPos;
|
||||||
|
varying vec3 passViewNormal;
|
||||||
|
varying vec4 passColour;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#include "lighting.glsl"
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
@ -40,7 +50,12 @@ void main()
|
|||||||
gl_FragData[0].xyz *= texture2D(darkMap, darkMapUV).xyz;
|
gl_FragData[0].xyz *= texture2D(darkMap, darkMapUV).xyz;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
#if !PER_PIXEL_LIGHTING
|
||||||
gl_FragData[0] *= lighting;
|
gl_FragData[0] *= lighting;
|
||||||
|
#else
|
||||||
|
gl_FragData[0] *= doLighting(passViewPos, passViewNormal, passColour);
|
||||||
|
#endif
|
||||||
|
|
||||||
#if @emissiveMap
|
#if @emissiveMap
|
||||||
gl_FragData[0].xyz += texture2D(emissiveMap, emissiveMapUV).xyz;
|
gl_FragData[0].xyz += texture2D(emissiveMap, emissiveMapUV).xyz;
|
||||||
|
@ -18,7 +18,15 @@ varying vec2 emissiveMapUV;
|
|||||||
|
|
||||||
varying float depth;
|
varying float depth;
|
||||||
|
|
||||||
|
#define PER_PIXEL_LIGHTING 0
|
||||||
|
|
||||||
|
#if !PER_PIXEL_LIGHTING
|
||||||
varying vec4 lighting;
|
varying vec4 lighting;
|
||||||
|
#else
|
||||||
|
varying vec3 passViewPos;
|
||||||
|
varying vec3 passViewNormal;
|
||||||
|
varying vec4 passColour;
|
||||||
|
#endif
|
||||||
|
|
||||||
#include "lighting.glsl"
|
#include "lighting.glsl"
|
||||||
|
|
||||||
@ -47,9 +55,11 @@ void main(void)
|
|||||||
emissiveMapUV = (gl_TextureMatrix[@emissiveMapUV] * gl_MultiTexCoord@emissiveMapUV).xy;
|
emissiveMapUV = (gl_TextureMatrix[@emissiveMapUV] * gl_MultiTexCoord@emissiveMapUV).xy;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
#if !PER_PIXEL_LIGHTING
|
||||||
lighting = doLighting(viewPos.xyz, viewNormal, gl_Color);
|
lighting = doLighting(viewPos.xyz, viewNormal, gl_Color);
|
||||||
|
#else
|
||||||
// TODO: make clamp configurable
|
passViewPos = viewPos.xyz;
|
||||||
// the following produces fixed-function compatible lighting, w/o clamp arguably looks better
|
passViewNormal = viewNormal;
|
||||||
//lighting = clamp(lighting, vec4(0.0, 0.0, 0.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0));
|
passColour = gl_Color;
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
Loading…
x
Reference in New Issue
Block a user