You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
openmw-tes3mp/files/materials/terrain.shader

300 lines
8.8 KiB
Plaintext

13 years ago
#include "core.h"
#define IS_FIRST_PASS 1
#define FOG @shGlobalSettingBool(fog)
13 years ago
#define MRT @shGlobalSettingBool(mrt_output)
#define LIGHTING @shGlobalSettingBool(lighting)
13 years ago
#define SHADOWS_PSSM LIGHTING && @shGlobalSettingBool(shadows_pssm)
#define SHADOWS LIGHTING && @shGlobalSettingBool(shadows)
13 years ago
#if SHADOWS || SHADOWS_PSSM
#include "shadows.h"
#endif
13 years ago
#define COLOUR_MAP @shPropertyBool(colour_map)
13 years ago
#define NUM_LAYERS @shPropertyString(num_layers)
13 years ago
#if MRT || FOG || SHADOWS_PSSM
#define NEED_DEPTH 1
#endif
13 years ago
13 years ago
#if NEED_DEPTH
13 years ago
@shAllocatePassthrough(1, depth)
#endif
13 years ago
@shAllocatePassthrough(2, UV)
13 years ago
#if LIGHTING
@shAllocatePassthrough(3, objSpacePosition)
#endif
#if SHADOWS
@shAllocatePassthrough(4, lightSpacePos0)
#endif
#if SHADOWS_PSSM
@shForeach(3)
@shAllocatePassthrough(4, lightSpacePos@shIterator)
@shEndForeach
#endif
13 years ago
#ifdef SH_VERTEX_SHADER
// ------------------------------------- VERTEX ---------------------------------------
13 years ago
SH_BEGIN_PROGRAM
shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
shUniform(float4x4, viewProjMatrix) @shAutoConstant(viewProjMatrix, viewproj_matrix)
shUniform(float2, lodMorph) @shAutoConstant(lodMorph, custom, 1001)
13 years ago
shInput(float2, uv0)
shInput(float2, delta) // lodDelta, lodThreshold
#if SHADOWS
shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
#endif
#if SHADOWS_PSSM
@shForeach(3)
shUniform(float4x4, texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
@shEndForeach
#endif
13 years ago
@shPassthroughVertexOutputs
SH_START_PROGRAM
{
float4 worldPos = shMatrixMult(worldMatrix, shInputPosition);
// determine whether to apply the LOD morph to this vertex
// we store the deltas against all vertices so we only want to apply
// the morph to the ones which would disappear. The target LOD which is
// being morphed to is stored in lodMorph.y, and the LOD at which
// the vertex should be morphed is stored in uv.w. If we subtract
// the former from the latter, and arrange to only morph if the
// result is negative (it will only be -1 in fact, since after that
// the vertex will never be indexed), we will achieve our aim.
// sign(vertexLOD - targetLOD) == -1 is to morph
float toMorph = -min(0, sign(delta.y - lodMorph.y));
// morph
// this assumes XZ terrain alignment
worldPos.y += delta.x * toMorph * lodMorph.x;
13 years ago
shOutputPosition = shMatrixMult(viewProjMatrix, worldPos);
#if NEED_DEPTH
13 years ago
@shPassthroughAssign(depth, shOutputPosition.z);
#endif
13 years ago
@shPassthroughAssign(UV, uv0);
#if LIGHTING
@shPassthroughAssign(objSpacePosition, shInputPosition.xyz);
#endif
#if SHADOWS
float4 lightSpacePos = shMatrixMult(texViewProjMatrix0, shMatrixMult(worldMatrix, shInputPosition));
@shPassthroughAssign(lightSpacePos0, lightSpacePos);
#endif
#if SHADOWS_PSSM
float4 wPos = shMatrixMult(worldMatrix, shInputPosition);
float4 lightSpacePos;
@shForeach(3)
lightSpacePos = shMatrixMult(texViewProjMatrix@shIterator, wPos);
@shPassthroughAssign(lightSpacePos@shIterator, lightSpacePos);
@shEndForeach
#endif
13 years ago
}
#else
// ----------------------------------- FRAGMENT ------------------------------------------
13 years ago
SH_BEGIN_PROGRAM
13 years ago
#if COLOUR_MAP
shSampler2D(colourMap)
#endif
13 years ago
shSampler2D(normalMap) // global normal map
13 years ago
@shForeach(@shPropertyString(num_blendmaps))
shSampler2D(blendMap@shIterator)
@shEndForeach
13 years ago
@shForeach(@shPropertyString(num_layers))
shSampler2D(diffuseMap@shIterator)
@shEndForeach
13 years ago
#if FOG
shUniform(float3, fogColor) @shAutoConstant(fogColor, fog_colour)
shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
#endif
13 years ago
@shPassthroughFragmentInputs
#if MRT
shDeclareMrtOutput(1)
13 years ago
shUniform(float, far) @shAutoConstant(far, far_clip_distance)
13 years ago
#endif
#if LIGHTING
shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
@shForeach(@shGlobalSettingString(num_lights))
shUniform(float4, lightPosObjSpace@shIterator) @shAutoConstant(lightPosObjSpace@shIterator, light_position_object_space, @shIterator)
shUniform(float4, lightAttenuation@shIterator) @shAutoConstant(lightAttenuation@shIterator, light_attenuation, @shIterator)
shUniform(float4, lightDiffuse@shIterator) @shAutoConstant(lightDiffuse@shIterator, light_diffuse_colour, @shIterator)
@shEndForeach
#endif
#if SHADOWS
shSampler2D(shadowMap0)
shUniform(float2, invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, @shPropertyString(shadowtexture_offset))
#endif
#if SHADOWS_PSSM
@shForeach(3)
shSampler2D(shadowMap@shIterator)
shUniform(float2, invShadowmapSize@shIterator) @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(@shPropertyString(shadowtexture_offset)))
@shEndForeach
shUniform(float3, pssmSplitPoints) @shSharedParameter(pssmSplitPoints)
#endif
#if SHADOWS || SHADOWS_PSSM
shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
#endif
13 years ago
SH_START_PROGRAM
{
#if NEED_DEPTH
13 years ago
float depth = @shPassthroughReceive(depth);
#endif
13 years ago
float2 UV = @shPassthroughReceive(UV);
#if LIGHTING
float3 objSpacePosition = @shPassthroughReceive(objSpacePosition);
13 years ago
float3 normal = shSample(normalMap, UV).rgb * 2 - 1;
normal = normalize(normal);
#endif
13 years ago
// Layer calculations
13 years ago
@shForeach(@shPropertyString(num_blendmaps))
float4 blendValues@shIterator = shSample(blendMap@shIterator, UV);
@shEndForeach
float3 albedo = float3(0,0,0);
13 years ago
@shForeach(@shPropertyString(num_layers))
#if IS_FIRST_PASS == 1 && @shIterator == 0
// first layer of first pass doesn't need a blend map
13 years ago
albedo = shSample(diffuseMap0, UV * 10).rgb;
13 years ago
#else
#define BLEND_AMOUNT blendValues@shPropertyString(blendmap_component_@shIterator)
13 years ago
13 years ago
albedo = shLerp(albedo, shSample(diffuseMap@shIterator, UV * 10).rgb, BLEND_AMOUNT);
13 years ago
#endif
@shEndForeach
shOutputColour(0) = float4(1,1,1,1);
13 years ago
#if COLOUR_MAP
shOutputColour(0).rgb *= shSample(colourMap, UV).rgb;
#endif
13 years ago
shOutputColour(0).rgb *= albedo;
13 years ago
// Lighting
#if LIGHTING
// shadows only for the first (directional) light
#if SHADOWS
float4 lightSpacePos0 = @shPassthroughReceive(lightSpacePos0);
float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
#endif
#if SHADOWS_PSSM
@shForeach(3)
float4 lightSpacePos@shIterator = @shPassthroughReceive(lightSpacePos@shIterator);
@shEndForeach
float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depth, pssmSplitPoints);
#endif
#if SHADOWS || SHADOWS_PSSM
float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
float fade = 1-((depth - shadowFar_fadeStart.y) / fadeRange);
shadow = (depth > shadowFar_fadeStart.x) ? 1 : ((depth > shadowFar_fadeStart.y) ? 1-((1-shadow)*fade) : shadow);
#endif
#if !SHADOWS && !SHADOWS_PSSM
float shadow = 1.0;
#endif
float3 lightDir;
float3 diffuse = float3(0,0,0);
float d;
@shForeach(@shGlobalSettingString(num_lights))
lightDir = lightPosObjSpace@shIterator.xyz - (objSpacePosition.xyz * lightPosObjSpace@shIterator.w);
d = length(lightDir);
lightDir = normalize(lightDir);
#if @shIterator == 0 && (SHADOWS || SHADOWS_PSSM)
diffuse += lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0) * shadow;
#else
diffuse += lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0);
#endif
@shEndForeach
shOutputColour(0).xyz *= (lightAmbient.xyz + diffuse);
#endif
13 years ago
#if FOG
float fogValue = shSaturate((depth - fogParams.y) * fogParams.w);
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue);
#endif
13 years ago
#if MRT
13 years ago
shOutputColour(1) = float4(depth / far,1,1,1);
13 years ago
#endif
}
#endif