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openmw-tes3mp/files/shaders/shadowcasting_vertex.glsl

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#version 120
varying vec2 diffuseMapUV;
varying float alphaPassthrough;
uniform int colorMode;
uniform bool useDiffuseMapForShadowAlpha;
void main(void)
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex);
gl_ClipVertex = viewPos;
if (useDiffuseMapForShadowAlpha)
diffuseMapUV = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
else
diffuseMapUV = vec2(0.0); // Avoid undefined behaviour if running on hardware predating the concept of dynamically uniform expressions
if (colorMode == 2)
alphaPassthrough = gl_Color.a;
else
// This is uniform, so if it's too low, we might be able to put the position/clip vertex outside the view frustum and skip the fragment shader and rasteriser
alphaPassthrough = gl_FrontMaterial.diffuse.a;
}