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openmw-tes3mp/files/shaders/groundcover_fragment.glsl

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#version 120
#if @useUBO
#extension GL_ARB_uniform_buffer_object : require
#endif
#if @useGPUShader4
#extension GL_EXT_gpu_shader4: require
#endif
#define GROUNDCOVER
#if @diffuseMap
uniform sampler2D diffuseMap;
varying vec2 diffuseMapUV;
#endif
#if @normalMap
uniform sampler2D normalMap;
varying vec2 normalMapUV;
varying vec4 passTangent;
#endif
// Other shaders respect forcePPL, but legacy groundcover mods were designed to work with vertex lighting.
// They may do not look as intended with per-pixel lighting, so ignore this setting for now.
#define PER_PIXEL_LIGHTING @normalMap
varying float euclideanDepth;
varying float linearDepth;
#if PER_PIXEL_LIGHTING
varying vec3 passViewPos;
varying vec3 passNormal;
#else
centroid varying vec3 passLighting;
centroid varying vec3 shadowDiffuseLighting;
#endif
#include "shadows_fragment.glsl"
#include "lighting.glsl"
#include "alpha.glsl"
void main()
{
#if @normalMap
vec4 normalTex = texture2D(normalMap, normalMapUV);
vec3 normalizedNormal = normalize(passNormal);
vec3 normalizedTangent = normalize(passTangent.xyz);
vec3 binormal = cross(normalizedTangent, normalizedNormal) * passTangent.w;
mat3 tbnTranspose = mat3(normalizedTangent, binormal, normalizedNormal);
vec3 viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
#endif
#if @diffuseMap
gl_FragData[0] = texture2D(diffuseMap, diffuseMapUV);
#else
gl_FragData[0] = vec4(1.0);
#endif
if (euclideanDepth > @groundcoverFadeStart)
gl_FragData[0].a *= 1.0-smoothstep(@groundcoverFadeStart, @groundcoverFadeEnd, euclideanDepth);
alphaTest();
float shadowing = unshadowedLightRatio(linearDepth);
vec3 lighting;
#if !PER_PIXEL_LIGHTING
lighting = passLighting + shadowDiffuseLighting * shadowing;
#else
vec3 diffuseLight, ambientLight;
doLighting(passViewPos, normalize(viewNormal), shadowing, diffuseLight, ambientLight);
lighting = diffuseLight + ambientLight;
clampLightingResult(lighting);
#endif
gl_FragData[0].xyz *= lighting;
#if @radialFog
float fogValue = clamp((euclideanDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
#else
float fogValue = clamp((linearDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
#endif
gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
applyShadowDebugOverlay();
}