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140 lines
3.1 KiB
GLSL
140 lines
3.1 KiB
GLSL
#version 120
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#if @useUBO
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#extension GL_ARB_uniform_buffer_object : require
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#endif
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#if @useGPUShader4
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#extension GL_EXT_gpu_shader4: require
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#endif
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uniform mat4 projectionMatrix;
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#if @diffuseMap
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varying vec2 diffuseMapUV;
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#endif
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#if @darkMap
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varying vec2 darkMapUV;
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#endif
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#if @detailMap
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varying vec2 detailMapUV;
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#endif
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#if @decalMap
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varying vec2 decalMapUV;
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#endif
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#if @emissiveMap
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varying vec2 emissiveMapUV;
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#endif
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#if @normalMap
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varying vec2 normalMapUV;
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varying vec4 passTangent;
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#endif
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#if @envMap
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varying vec2 envMapUV;
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#endif
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#if @bumpMap
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varying vec2 bumpMapUV;
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#endif
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#if @specularMap
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varying vec2 specularMapUV;
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#endif
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varying float euclideanDepth;
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varying float linearDepth;
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#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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#if !PER_PIXEL_LIGHTING
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centroid varying vec3 passLighting;
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centroid varying vec3 shadowDiffuseLighting;
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uniform float emissiveMult;
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#endif
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varying vec3 passViewPos;
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varying vec3 passNormal;
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#include "vertexcolors.glsl"
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#include "shadows_vertex.glsl"
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#include "lighting.glsl"
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#include "depth.glsl"
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void main(void)
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{
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gl_Position = projectionMatrix * (gl_ModelViewMatrix * gl_Vertex);
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vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex);
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gl_ClipVertex = viewPos;
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euclideanDepth = length(viewPos.xyz);
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linearDepth = getLinearDepth(gl_Position.z, viewPos.z);
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#if (@envMap || !PER_PIXEL_LIGHTING || @shadows_enabled)
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vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz);
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#endif
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#if @envMap
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vec3 viewVec = normalize(viewPos.xyz);
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vec3 r = reflect( viewVec, viewNormal );
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float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) );
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envMapUV = vec2(r.x/m + 0.5, r.y/m + 0.5);
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#endif
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#if @diffuseMap
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diffuseMapUV = (gl_TextureMatrix[@diffuseMapUV] * gl_MultiTexCoord@diffuseMapUV).xy;
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#endif
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#if @darkMap
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darkMapUV = (gl_TextureMatrix[@darkMapUV] * gl_MultiTexCoord@darkMapUV).xy;
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#endif
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#if @detailMap
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detailMapUV = (gl_TextureMatrix[@detailMapUV] * gl_MultiTexCoord@detailMapUV).xy;
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#endif
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#if @decalMap
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decalMapUV = (gl_TextureMatrix[@decalMapUV] * gl_MultiTexCoord@decalMapUV).xy;
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#endif
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#if @emissiveMap
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emissiveMapUV = (gl_TextureMatrix[@emissiveMapUV] * gl_MultiTexCoord@emissiveMapUV).xy;
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#endif
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#if @normalMap
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normalMapUV = (gl_TextureMatrix[@normalMapUV] * gl_MultiTexCoord@normalMapUV).xy;
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passTangent = gl_MultiTexCoord7.xyzw;
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#endif
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#if @bumpMap
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bumpMapUV = (gl_TextureMatrix[@bumpMapUV] * gl_MultiTexCoord@bumpMapUV).xy;
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#endif
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#if @specularMap
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specularMapUV = (gl_TextureMatrix[@specularMapUV] * gl_MultiTexCoord@specularMapUV).xy;
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#endif
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passColor = gl_Color;
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passViewPos = viewPos.xyz;
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passNormal = gl_Normal.xyz;
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#if !PER_PIXEL_LIGHTING
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vec3 diffuseLight, ambientLight;
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doLighting(viewPos.xyz, viewNormal, diffuseLight, ambientLight, shadowDiffuseLighting);
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vec3 emission = getEmissionColor().xyz * emissiveMult;
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passLighting = getDiffuseColor().xyz * diffuseLight + getAmbientColor().xyz * ambientLight + emission;
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clampLightingResult(passLighting);
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shadowDiffuseLighting *= getDiffuseColor().xyz;
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#endif
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#if (@shadows_enabled)
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setupShadowCoords(viewPos, viewNormal);
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#endif
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}
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