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OpenMW/files/shaders/objects_vertex.glsl
madsbuvi dd5901d351 Initial commit
Multiview shaders.

Refactor Frustum management

Rewrite shared shadow map

cull mask should respect stereo

Stereo savegame screencap

LocalMap refactoring

use the vertex buffer hint instead of the display list patch to enable/disable display lists

Character preview fixes
2022-04-28 21:05:34 +02:00

149 lines
3.3 KiB
GLSL

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