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OpenMW/files/shaders/terrain_vertex.glsl
2017-11-07 00:32:04 +00:00

49 lines
1.6 KiB
GLSL

#version 120
varying vec2 uv;
varying float depth;
#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
#if !PER_PIXEL_LIGHTING
varying vec4 lighting;
varying vec3 shadowDiffuseLighting;
#else
varying vec4 passColor;
#endif
varying vec3 passViewPos;
varying vec3 passNormal;
uniform int shadowTextureUnit0;
uniform int shadowTextureUnit1;
varying vec4 shadowSpaceCoords0;
varying vec4 shadowSpaceCoords1;
#include "lighting.glsl"
void main(void)
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
depth = gl_Position.z;
vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex);
gl_ClipVertex = viewPos;
#if !PER_PIXEL_LIGHTING
vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz);
lighting = doLighting(viewPos.xyz, viewNormal, gl_Color, shadowDiffuseLighting);
#else
passColor = gl_Color;
#endif
passNormal = gl_Normal.xyz;
passViewPos = viewPos.xyz;
uv = gl_MultiTexCoord0.xy;
// This matrix has the opposite handedness to the others used here, so multiplication must have the vector to the left. Alternatively it could be transposed after construction, but that's extra work for the GPU just to make the code look a tiny bit cleaner.
mat4 eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit0], gl_EyePlaneT[shadowTextureUnit0], gl_EyePlaneR[shadowTextureUnit0], gl_EyePlaneQ[shadowTextureUnit0]);
shadowSpaceCoords0 = viewPos * eyePlaneMat;
eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit1], gl_EyePlaneT[shadowTextureUnit1], gl_EyePlaneR[shadowTextureUnit1], gl_EyePlaneQ[shadowTextureUnit1]);
shadowSpaceCoords1 = viewPos * eyePlaneMat;
}