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OpenMW/files/shaders/compatibility/terrain.vert
2023-02-25 11:03:39 -08:00

62 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
#include "lib/core/vertex.h.glsl"
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 "lib/light/lighting.glsl"
#include "lib/view/depth.glsl"
void main(void)
{
gl_Position = modelToClip(gl_Vertex);
vec4 viewPos = modelToView(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
}