1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-06 00:55:50 +00:00
OpenMW/files/shaders/terrain_vertex.glsl

56 lines
1.7 KiB
GLSL

#version 120
#define SHADOWS @shadows_enabled
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;
#if SHADOWS
@foreach shadow_texture_unit_index @shadow_texture_unit_list
uniform int shadowTextureUnit@shadow_texture_unit_index;
varying vec4 shadowSpaceCoords@shadow_texture_unit_index;
@endforeach
#endif // SHADOWS
#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;
#if SHADOWS
// 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;
@foreach shadow_texture_unit_index @shadow_texture_unit_list
eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneT[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneR[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneQ[shadowTextureUnit@shadow_texture_unit_index]);
shadowSpaceCoords@shadow_texture_unit_index = viewPos * eyePlaneMat;
@endforeach
#endif // SHADOWS
}