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OpenMW/files/shaders/compatibility/groundcover.frag
2024-04-18 11:23:58 +03:00

94 lines
2.3 KiB
GLSL

#version 120
#if @useUBO
#extension GL_ARB_uniform_buffer_object : require
#endif
#if @useGPUShader4
#extension GL_EXT_gpu_shader4: require
#endif
#define GROUNDCOVER
#if @diffuseMap
uniform sampler2D diffuseMap;
varying vec2 diffuseMapUV;
#endif
#if @normalMap
uniform sampler2D normalMap;
varying vec2 normalMapUV;
#endif
// Other shaders respect forcePPL, but legacy groundcover mods were designed to work with vertex lighting.
// They may do not look as intended with per-pixel lighting, so ignore this setting for now.
#define PER_PIXEL_LIGHTING @normalMap
varying float euclideanDepth;
varying float linearDepth;
uniform vec2 screenRes;
uniform float far;
uniform float alphaRef;
#if PER_PIXEL_LIGHTING
varying vec3 passViewPos;
#else
centroid varying vec3 passLighting;
centroid varying vec3 shadowDiffuseLighting;
#endif
varying vec3 passNormal;
#include "shadows_fragment.glsl"
#include "lib/light/lighting.glsl"
#include "lib/material/alpha.glsl"
#include "fog.glsl"
#include "compatibility/normals.glsl"
void main()
{
#if @diffuseMap
gl_FragData[0] = texture2D(diffuseMap, diffuseMapUV);
#else
gl_FragData[0] = vec4(1.0);
#endif
if (euclideanDepth > @groundcoverFadeStart)
gl_FragData[0].a *= 1.0-smoothstep(@groundcoverFadeStart, @groundcoverFadeEnd, euclideanDepth);
gl_FragData[0].a = alphaTest(gl_FragData[0].a, alphaRef);
#if @normalMap
vec4 normalTex = texture2D(normalMap, normalMapUV);
vec3 normal = normalTex.xyz * 2.0 - 1.0;
#if @reconstructNormalZ
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
#endif
vec3 viewNormal = normalToView(normal);
#else
vec3 viewNormal = normalToView(normalize(passNormal));
#endif
float shadowing = unshadowedLightRatio(linearDepth);
vec3 lighting;
#if !PER_PIXEL_LIGHTING
lighting = passLighting + shadowDiffuseLighting * shadowing;
#else
vec3 diffuseLight, ambientLight, specularLight;
doLighting(passViewPos, viewNormal, gl_FrontMaterial.shininess, shadowing, diffuseLight, ambientLight, specularLight);
lighting = diffuseLight + ambientLight;
#endif
clampLightingResult(lighting);
gl_FragData[0].xyz *= lighting;
gl_FragData[0] = applyFogAtDist(gl_FragData[0], euclideanDepth, linearDepth, far);
#if !@disableNormals
gl_FragData[1].xyz = viewNormal * 0.5 + 0.5;
#endif
applyShadowDebugOverlay();
}