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OpenMW/files/shaders/terrain_vertex.glsl
2021-08-04 17:39:11 -07:00

63 lines
1.5 KiB
GLSL

#version 120
#if @useUBO
#extension GL_ARB_uniform_buffer_object : require
#endif
#if @useGPUShader4
#extension GL_EXT_gpu_shader4: require
#endif
uniform mat4 projectionMatrix;
varying vec2 uv;
varying float euclideanDepth;
varying float linearDepth;
#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
#if !PER_PIXEL_LIGHTING
centroid varying vec3 passLighting;
centroid varying vec3 shadowDiffuseLighting;
#endif
varying vec3 passViewPos;
varying vec3 passNormal;
#include "vertexcolors.glsl"
#include "shadows_vertex.glsl"
#include "lighting.glsl"
#include "depth.glsl"
void main(void)
{
gl_Position = projectionMatrix * (gl_ModelViewMatrix * gl_Vertex);
vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex);
gl_ClipVertex = viewPos;
euclideanDepth = length(viewPos.xyz);
linearDepth = getLinearDepth(gl_Position.z, viewPos.z);
#if (!PER_PIXEL_LIGHTING || @shadows_enabled)
vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz);
#endif
passColor = gl_Color;
passNormal = gl_Normal.xyz;
passViewPos = viewPos.xyz;
#if !PER_PIXEL_LIGHTING
vec3 diffuseLight, ambientLight;
doLighting(viewPos.xyz, viewNormal, diffuseLight, ambientLight, shadowDiffuseLighting);
passLighting = getDiffuseColor().xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz;
clampLightingResult(passLighting);
shadowDiffuseLighting *= getDiffuseColor().xyz;
#endif
uv = gl_MultiTexCoord0.xy;
#if (@shadows_enabled)
setupShadowCoords(viewPos, viewNormal);
#endif
}