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OpenMW/files/shaders/compatibility/bs/nolighting.frag
2023-02-26 14:31:53 -08:00

67 lines
1.5 KiB
GLSL

#version 120
#pragma import_defines(FORCE_OPAQUE)
#if @useUBO
#extension GL_ARB_uniform_buffer_object : require
#endif
#if @useGPUShader4
#extension GL_EXT_gpu_shader4: require
#endif
#if @diffuseMap
uniform sampler2D diffuseMap;
varying vec2 diffuseMapUV;
#endif
varying vec3 passNormal;
varying float euclideanDepth;
varying float linearDepth;
varying float passFalloff;
uniform vec2 screenRes;
uniform bool useFalloff;
uniform float emissiveMult;
uniform float far;
uniform float alphaRef;
#include "lib/material/alpha.glsl"
#include "compatibility/vertexcolors.glsl"
#include "compatibility/fog.glsl"
#include "compatibility/shadows_fragment.glsl"
void main()
{
#if @diffuseMap
gl_FragData[0] = texture2D(diffuseMap, diffuseMapUV);
gl_FragData[0].a *= coveragePreservingAlphaScale(diffuseMap, diffuseMapUV);
#else
gl_FragData[0] = vec4(1.0);
#endif
gl_FragData[0] *= getDiffuseColor();
if (useFalloff)
gl_FragData[0].a *= passFalloff;
vec4 emissionColor = getEmissionColor();
gl_FragData[0].rgb *= emissionColor.rgb * emissiveMult;
gl_FragData[0].a *= emissionColor.a * emissionColor.a; // sic
gl_FragData[0].a = alphaTest(gl_FragData[0].a, alphaRef);
gl_FragData[0] = applyFogAtDist(gl_FragData[0], euclideanDepth, linearDepth, far);
#if defined(FORCE_OPAQUE) && FORCE_OPAQUE
gl_FragData[0].a = 1.0;
#endif
#if !defined(FORCE_OPAQUE) && !@disableNormals
vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
gl_FragData[1].xyz = viewNormal * 0.5 + 0.5;
#endif
applyShadowDebugOverlay();
}