Remove unused resources

c++11
scrawl 10 years ago
parent 82c4d01b37
commit a592c1a1c2

@ -1,49 +0,0 @@
project(resources)
set(WATER_FILES
water_nm.png
circle.png
)
set(MATERIAL_FILES
atmosphere.shader
atmosphere.shaderset
clouds.shader
clouds.shaderset
core.h
moon.shader
moon.shaderset
objects.mat
objects.shader
objects.shaderset
openmw.configuration
quad.mat
quad.shader
quad.shaderset
shadowcaster.mat
shadowcaster.shader
shadowcaster.shaderset
shadows.h
sky.mat
stars.shader
stars.shaderset
sun.shader
sun.shaderset
terrain.shader
terrain.shaderset
underwater.h
water.mat
water.shader
water.shaderset
selection.mat
selection.shader
selection.shaderset
mygui.mat
mygui.shader
mygui.shaderset
ripples.particle
)
copy_all_files(${CMAKE_CURRENT_SOURCE_DIR}/water "${OpenMW_BINARY_DIR}/resources/water/" "${WATER_FILES}")
copy_all_files(${CMAKE_CURRENT_SOURCE_DIR}/materials "${OpenMW_BINARY_DIR}/resources/materials/" "${MATERIAL_FILES}")

@ -1,39 +0,0 @@
#include "core.h"
#ifdef SH_VERTEX_SHADER
SH_BEGIN_PROGRAM
shUniform(float4x4, view) @shAutoConstant(view, view_matrix)
shUniform(float4x4, projection) @shAutoConstant(projection, projection_matrix)
shOutput(float, alphaFade)
SH_START_PROGRAM
{
float4x4 viewFixed = view;
#if !SH_GLSL && !SH_GLSLES
viewFixed[0][3] = 0.0;
viewFixed[1][3] = 0.0;
viewFixed[2][3] = 0.0;
#else
viewFixed[3][0] = 0.0;
viewFixed[3][1] = 0.0;
viewFixed[3][2] = 0.0;
#endif
shOutputPosition = shMatrixMult(projection, shMatrixMult(viewFixed, shInputPosition));
alphaFade = shInputPosition.z < 150.0 ? 0.0 : 1.0;
}
#else
SH_BEGIN_PROGRAM
shInput(float, alphaFade)
shUniform(float4, atmosphereColour) @shSharedParameter(atmosphereColour)
shUniform(float4, horizonColour) @shSharedParameter(horizonColour, horizonColour)
SH_START_PROGRAM
{
shOutputColour(0) = alphaFade * atmosphereColour + (1.0 - alphaFade) * horizonColour;
}
#endif

@ -1,15 +0,0 @@
shader_set atmosphere_vertex
{
source atmosphere.shader
type vertex
profiles_cg vs_2_0 arbvp1
profiles_hlsl vs_2_0
}
shader_set atmosphere_fragment
{
source atmosphere.shader
type fragment
profiles_cg ps_2_x ps_2_0 ps arbfp1
profiles_hlsl ps_2_0
}

@ -1,55 +0,0 @@
#include "core.h"
#ifdef SH_VERTEX_SHADER
SH_BEGIN_PROGRAM
shUniform(float4x4, worldview) @shAutoConstant(worldview, worldview_matrix)
shUniform(float4x4, proj) @shAutoConstant(proj, projection_matrix)
shVertexInput(float2, uv0)
shOutput(float2, UV)
shOutput(float, alphaFade)
SH_START_PROGRAM
{
float4x4 worldviewFixed = worldview;
#if !SH_GLSL && !SH_GLSLES
worldviewFixed[0][3] = 0.0;
worldviewFixed[1][3] = 0.0;
worldviewFixed[2][3] = 0.0;
#else
worldviewFixed[3][0] = 0.0;
worldviewFixed[3][1] = 0.0;
worldviewFixed[3][2] = 0.0;
#endif
shOutputPosition = shMatrixMult(proj, shMatrixMult(worldviewFixed, shInputPosition));
UV = uv0;
alphaFade = (shInputPosition.z <= 200.0) ? ((shInputPosition.z <= 100.0) ? 0.0 : 0.25) : 1.0;
}
#else
SH_BEGIN_PROGRAM
shInput(float2, UV)
shInput(float, alphaFade)
shSampler2D(diffuseMap1)
shSampler2D(diffuseMap2)
shUniform(float, cloudBlendFactor) @shSharedParameter(cloudBlendFactor)
shUniform(float, cloudAnimationTimer) @shSharedParameter(cloudAnimationTimer)
shUniform(float, cloudOpacity) @shSharedParameter(cloudOpacity)
shUniform(float3, cloudColour) @shSharedParameter(cloudColour)
SH_START_PROGRAM
{
// Scroll in y direction
float2 scrolledUV = UV + float2(0,1) * cloudAnimationTimer * 0.003;
float4 albedo = shSample(diffuseMap1, scrolledUV) * (1.0-cloudBlendFactor) + shSample(diffuseMap2, scrolledUV) * cloudBlendFactor;
shOutputColour(0) = float4(cloudColour, 1) * albedo * float4(1,1,1, cloudOpacity * alphaFade);
}
#endif

@ -1,15 +0,0 @@
shader_set clouds_vertex
{
source clouds.shader
type vertex
profiles_cg vs_2_0 arbvp1
profiles_hlsl vs_2_0
}
shader_set clouds_fragment
{
source clouds.shader
type fragment
profiles_cg ps_2_x ps_2_0 ps arbfp1
profiles_hlsl ps_2_0
}

@ -1,181 +0,0 @@
#if SH_HLSL == 1 || SH_CG == 1
#define shTexture2D sampler2D
#define shSample(tex, coord) tex2D(tex, coord)
#define shCubicSample(tex, coord) texCUBE(tex, coord)
#define shLerp(a, b, t) lerp(a, b, t)
#define shSaturate(a) saturate(a)
#define shSampler2D(name) , uniform sampler2D name : register(s@shCounter(0)) @shUseSampler(name)
#define shSamplerCube(name) , uniform samplerCUBE name : register(s@shCounter(0)) @shUseSampler(name)
#define shMatrixMult(m, v) mul(m, v)
#define shUniform(type, name) , uniform type name
#define shTangentInput(type) , in type tangent : TANGENT
#define shVertexInput(type, name) , in type name : TEXCOORD@shCounter(1)
#define shInput(type, name) , in type name : TEXCOORD@shCounter(1)
#define shOutput(type, name) , out type name : TEXCOORD@shCounter(2)
#define shNormalInput(type) , in type normal : NORMAL
#define shColourInput(type) , in type colour : COLOR
#define shFract(val) frac(val)
#ifdef SH_VERTEX_SHADER
#define shOutputPosition oPosition
#define shInputPosition iPosition
#define SH_BEGIN_PROGRAM \
void main( \
float4 iPosition : POSITION \
, out float4 oPosition : POSITION
#define SH_START_PROGRAM \
) \
#endif
#ifdef SH_FRAGMENT_SHADER
#define shOutputColour(num) oColor##num
#define shDeclareMrtOutput(num) , out float4 oColor##num : COLOR##num
#define SH_BEGIN_PROGRAM \
void main( \
out float4 oColor0 : COLOR
#define SH_START_PROGRAM \
) \
#endif
#endif
#if SH_GLSL == 1 || SH_GLSLES == 1
#define shFract(val) fract(val)
#if SH_GLSLES == 1
@version 100
#else
@version 120
#endif
#if SH_GLSLES == 1
precision mediump int;
precision mediump float;
#endif
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define shTexture2D sampler2D
#define shSample(tex, coord) texture2D(tex, coord)
#define shCubicSample(tex, coord) textureCube(tex, coord)
#define shLerp(a, b, t) mix(a, b, t)
#define shSaturate(a) clamp(a, 0.0, 1.0)
#define shUniform(type, name) uniform type name;
#define shSampler2D(name) uniform sampler2D name; @shUseSampler(name)
#define shSamplerCube(name) uniform samplerCube name; @shUseSampler(name)
#define shMatrixMult(m, v) ((m) * (v))
#define shOutputPosition gl_Position
#define float4x4 mat4
#define float3x3 mat3
// GLSL 1.3
#if 0
// automatically recognized by ogre when the input name equals this
#define shInputPosition vertex
#define shOutputColour(num) oColor##num
#define shTangentInput(type) in type tangent;
#define shVertexInput(type, name) in type name;
#define shInput(type, name) in type name;
#define shOutput(type, name) out type name;
// automatically recognized by ogre when the input name equals this
#define shNormalInput(type) in type normal;
#define shColourInput(type) in type colour;
#ifdef SH_VERTEX_SHADER
#define SH_BEGIN_PROGRAM \
in float4 vertex;
#define SH_START_PROGRAM \
void main(void)
#endif
#ifdef SH_FRAGMENT_SHADER
#define shDeclareMrtOutput(num) out vec4 oColor##num;
#define SH_BEGIN_PROGRAM \
out float4 oColor0;
#define SH_START_PROGRAM \
void main(void)
#endif
#endif
// GLSL 1.2
#if 1
// automatically recognized by ogre when the input name equals this
#define shInputPosition vertex
#define shOutputColour(num) gl_FragData[num]
#define shTangentInput(type) attribute type tangent;
#define shVertexInput(type, name) attribute type name;
#define shInput(type, name) varying type name;
#define shOutput(type, name) varying type name;
// automatically recognized by ogre when the input name equals this
#define shNormalInput(type) attribute type normal;
#define shColourInput(type) attribute type colour;
#ifdef SH_VERTEX_SHADER
#define SH_BEGIN_PROGRAM \
attribute vec4 vertex;
#define SH_START_PROGRAM \
void main(void)
#endif
#ifdef SH_FRAGMENT_SHADER
#define shDeclareMrtOutput(num)
#define SH_BEGIN_PROGRAM
#define SH_START_PROGRAM \
void main(void)
#endif
#endif
#endif

@ -1,51 +0,0 @@
#include "core.h"
#ifdef SH_VERTEX_SHADER
SH_BEGIN_PROGRAM
shUniform(float4x4, world) @shAutoConstant(world, world_matrix)
shUniform(float4x4, view) @shAutoConstant(view, view_matrix)
shUniform(float4x4, projection) @shAutoConstant(projection, projection_matrix)
shVertexInput(float2, uv0)
shOutput(float2, UV)
SH_START_PROGRAM
{
float4x4 viewFixed = view;
#if !SH_GLSL && !SH_GLSLES
viewFixed[0][3] = 0.0;
viewFixed[1][3] = 0.0;
viewFixed[2][3] = 0.0;
#else
viewFixed[3][0] = 0.0;
viewFixed[3][1] = 0.0;
viewFixed[3][2] = 0.0;
#endif
shOutputPosition = shMatrixMult(projection, shMatrixMult(viewFixed, shMatrixMult(world, shInputPosition)));
UV = uv0;
}
#else
SH_BEGIN_PROGRAM
shSampler2D(diffuseMap)
shSampler2D(alphaMap)
shInput(float2, UV)
shUniform(float4, materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
shUniform(float4, materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
shUniform(float4, atmosphereColour) @shSharedParameter(atmosphereColour)
SH_START_PROGRAM
{
float4 phaseTex = shSample(diffuseMap, UV);
float4 fullCircleTex = shSample(alphaMap, UV);
shOutputColour(0).a = max(phaseTex.a, fullCircleTex.a) * materialDiffuse.a;
shOutputColour(0).xyz = fullCircleTex.xyz * atmosphereColour.xyz;
shOutputColour(0).xyz = shLerp(shOutputColour(0).xyz, phaseTex.xyz, phaseTex.a);
shOutputColour(0).xyz *= materialEmissive.xyz;
}
#endif

@ -1,15 +0,0 @@
shader_set moon_vertex
{
source moon.shader
type vertex
profiles_cg vs_2_0 arbvp1
profiles_hlsl vs_2_0
}
shader_set moon_fragment
{
source moon.shader
type fragment
profiles_cg ps_2_x ps_2_0 ps arbfp1
profiles_hlsl ps_2_0
}

@ -1,25 +0,0 @@
material MyGUI/NoTexture
{
pass
{
vertex_program mygui_vertex
fragment_program mygui_fragment
shader_properties
{
has_texture false
}
}
}
material MyGUI/OneTexture
{
pass
{
vertex_program mygui_vertex
fragment_program mygui_fragment
shader_properties
{
has_texture true
}
}
}

@ -1,45 +0,0 @@
#include "core.h"
#define TEXTURE @shPropertyBool(has_texture)
#ifdef SH_VERTEX_SHADER
SH_BEGIN_PROGRAM
#if TEXTURE
shVertexInput(float2, uv0)
shOutput(float2, UV)
#endif
shColourInput(float4)
shOutput(float4, colourPassthrough)
SH_START_PROGRAM
{
shOutputPosition = float4(shInputPosition.xyz, 1.0);
#if TEXTURE
UV.xy = uv0;
#endif
colourPassthrough = colour;
}
#else
SH_BEGIN_PROGRAM
#if TEXTURE
shSampler2D(diffuseMap)
shInput(float2, UV)
#endif
shInput(float4, colourPassthrough)
SH_START_PROGRAM
{
#if TEXTURE
shOutputColour(0) = shSample(diffuseMap, UV.xy) * colourPassthrough;
#else
shOutputColour(0) = colourPassthrough;
#endif
}
#endif

@ -1,15 +0,0 @@
shader_set mygui_vertex
{
source mygui.shader
type vertex
profiles_cg vs_2_0 vp40 arbvp1
profiles_hlsl vs_3_0 vs_2_0
}
shader_set mygui_fragment
{
source mygui.shader
type fragment
profiles_cg ps_3_0 ps_2_x ps_2_0 fp40 arbfp1
profiles_hlsl ps_3_0 ps_2_0
}

@ -1,147 +0,0 @@
material openmw_objects_base
{
diffuse 1.0 1.0 1.0 1.0
specular 0 0 0 0 1
ambient 1.0 1.0 1.0
emissive 0.0 0.0 0.0
vertmode 0
diffuseMap black.png
normalMap
emissiveMap
specMap
darkMap
use_emissive_map false
use_detail_map false
use_diffuse_map false
use_dark_map false
emissiveMapUVSet 0
detailMapUVSet 0
diffuseMapUVSet 0
darkMapUVSet 0
use_parallax false
scene_blend default
depth_write default
depth_check default
alpha_rejection default
transparent_sorting default
polygon_mode default
env_map false
env_map_color 1 1 1
alphaTestMode 0
alphaTestValue 0
pass
{
vertex_program openmw_objects_vertex
fragment_program openmw_objects_fragment
shader_properties
{
vertexcolor_mode $vertmode
normalMap $normalMap
emissiveMapUVSet $emissiveMapUVSet
detailMapUVSet $detailMapUVSet
diffuseMapUVSet $diffuseMapUVSet
darkMapUVSet $darkMapUVSet
emissiveMap $emissiveMap
detailMap $detailMap
diffuseMap $diffuseMap
specMap $specMap
darkMap $darkMap
env_map $env_map
env_map_color $env_map_color
use_parallax $use_parallax
alphaTestMode $alphaTestMode
alphaTestValue $alphaTestValue
}
diffuse $diffuse
specular $specular
ambient $ambient
emissive $emissive
scene_blend $scene_blend
alpha_rejection $alpha_rejection
depth_write $depth_write
depth_check $depth_check
transparent_sorting $transparent_sorting
polygon_mode $polygon_mode
cull_hardware $cullmode
texture_unit diffuseMap
{
direct_texture $diffuseMap
create_in_ffp $use_diffuse_map
tex_coord_set $diffuseMapUVSet
tex_address_mode $diffuseMapClampMode
}
texture_unit normalMap
{
direct_texture $normalMap
// force automips here for now
num_mipmaps 4
}
texture_unit darkMap
{
create_in_ffp $use_dark_map
colour_op_ex modulate src_current src_texture
alpha_op_ex modulate src_current src_texture
direct_texture $darkMap
tex_coord_set $darkMapUVSet
tex_address_mode $darkMapClampMode
}
texture_unit detailMap
{
create_in_ffp $use_detail_map
colour_op_ex modulate_x2 src_current src_texture
direct_texture $detailMap
tex_coord_set $detailMapUVSet
tex_address_mode $detailMapClampMode
}
texture_unit emissiveMap
{
create_in_ffp $use_emissive_map
colour_op add
direct_texture $emissiveMap
tex_coord_set $emissiveMapUVSet
tex_address_mode $emissiveMapClampMode
}
texture_unit envMap
{
create_in_ffp $env_map
env_map spherical
anim_texture2 textures\magicitem\caust.dds 32 2
colour_op add
}
texture_unit specMap
{
direct_texture $specMap
}
texture_unit shadowMap0
{
content_type shadow
tex_address_mode clamp
filtering none
}
texture_unit shadowMap1
{
content_type shadow
tex_address_mode clamp
filtering none
}
texture_unit shadowMap2
{
content_type shadow
tex_address_mode clamp
filtering none
}
}
}

@ -1,591 +0,0 @@
#include "core.h"
#define FOG @shGlobalSettingBool(fog)
#define SHADOWS_PSSM @shGlobalSettingBool(shadows_pssm)
#define SHADOWS @shGlobalSettingBool(shadows)
#if SHADOWS || SHADOWS_PSSM
#include "shadows.h"
#endif
#if FOG || SHADOWS_PSSM
#define NEED_DEPTH
#endif
#define SPECULAR 1
#define NORMAL_MAP @shPropertyHasValue(normalMap)
#define EMISSIVE_MAP @shPropertyHasValue(emissiveMap)
#define DETAIL_MAP @shPropertyHasValue(detailMap)
#define DIFFUSE_MAP @shPropertyHasValue(diffuseMap)
#define DARK_MAP @shPropertyHasValue(darkMap)
#define SPEC_MAP @shPropertyHasValue(specMap) && SPECULAR
#define ALPHATEST_MODE @shPropertyString(alphaTestMode)
#define PARALLAX @shPropertyBool(use_parallax)
#define PARALLAX_SCALE 0.04
#define PARALLAX_BIAS -0.02
// right now we support 2 UV sets max. implementing them is tedious, and we're probably not going to need more
#define SECOND_UV_SET (@shPropertyString(emissiveMapUVSet) || @shPropertyString(detailMapUVSet) || @shPropertyString(diffuseMapUVSet) || @shPropertyString(darkMapUVSet))
// if normal mapping is enabled, we force pixel lighting
#define VERTEX_LIGHTING (!@shPropertyHasValue(normalMap))
#define UNDERWATER @shGlobalSettingBool(render_refraction)
#define VERTEXCOLOR_MODE @shPropertyString(vertexcolor_mode)
#define VIEWPROJ_FIX @shGlobalSettingBool(viewproj_fix)
#define ENV_MAP @shPropertyBool(env_map)
#define NEED_NORMAL (!VERTEX_LIGHTING || ENV_MAP) || SPECULAR
#ifdef SH_VERTEX_SHADER
// ------------------------------------- VERTEX ---------------------------------------
SH_BEGIN_PROGRAM
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
shUniform(float4x4, textureMatrix0) @shAutoConstant(textureMatrix0, texture_matrix, 0)
#if (VIEWPROJ_FIX) || (SHADOWS)
shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
#endif
#if VIEWPROJ_FIX
shUniform(float4, vpRow2Fix) @shSharedParameter(vpRow2Fix, vpRow2Fix)
shUniform(float4x4, vpMatrix) @shAutoConstant(vpMatrix, viewproj_matrix)
#endif
shVertexInput(float2, uv0)
#if SECOND_UV_SET
shVertexInput(float2, uv1)
#endif
shOutput(float4, UV)
shNormalInput(float4)
#if NORMAL_MAP
shTangentInput(float4)
shOutput(float3, tangentPassthrough)
#endif
#if NEED_NORMAL
shOutput(float3, normalPassthrough)
#endif
// Depth in w
shOutput(float4, objSpacePositionPassthrough)
#if VERTEXCOLOR_MODE != 0
shColourInput(float4)
#endif
#if VERTEXCOLOR_MODE != 0 && !VERTEX_LIGHTING
shOutput(float4, colourPassthrough)
#endif
#if ENV_MAP || VERTEX_LIGHTING
shUniform(float4x4, worldView) @shAutoConstant(worldView, worldview_matrix)
#endif
#if VERTEX_LIGHTING
shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_view_space_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightDiffuse[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightDiffuse, light_diffuse_colour_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightAttenuation[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightAttenuation, light_attenuation_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
#if VERTEXCOLOR_MODE != 2
shUniform(float4, materialAmbient) @shAutoConstant(materialAmbient, surface_ambient_colour)
#endif
shUniform(float4, materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
#if VERTEXCOLOR_MODE != 1
shUniform(float4, materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
#endif
#endif
#if SHADOWS
shOutput(float4, lightSpacePos0)
shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
#endif
#if SHADOWS_PSSM
@shForeach(3)
shOutput(float4, lightSpacePos@shIterator)
shUniform(float4x4, texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
@shEndForeach
#if !VIEWPROJ_FIX
shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
#endif
#endif
#if VERTEX_LIGHTING
shOutput(float4, lightResult)
shOutput(float3, directionalResult)
#endif
SH_START_PROGRAM
{
shOutputPosition = shMatrixMult(wvp, shInputPosition);
UV.xy = shMatrixMult (textureMatrix0, float4(uv0,0,1)).xy;
#if SECOND_UV_SET
UV.zw = uv1;
#endif
#if ENV_MAP || VERTEX_LIGHTING
float3 viewNormal = normalize(shMatrixMult(worldView, float4(normal.xyz, 0)).xyz);
#endif
#if ENV_MAP
float3 viewVec = normalize( shMatrixMult(worldView, shInputPosition).xyz);
float3 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) );
UV.z = r.x/m + 0.5;
UV.w = r.y/m + 0.5;
#endif
#if NORMAL_MAP
tangentPassthrough = tangent.xyz;
#endif
#if NEED_NORMAL
normalPassthrough = normal.xyz;
#endif
#if VERTEXCOLOR_MODE != 0 && !VERTEX_LIGHTING
colourPassthrough = colour;
#endif
#ifdef NEED_DEPTH
#if VIEWPROJ_FIX
float4x4 vpFixed = vpMatrix;
#if !SH_GLSL && !SH_GLSLES
vpFixed[2] = vpRow2Fix;
#else
vpFixed[0][2] = vpRow2Fix.x;
vpFixed[1][2] = vpRow2Fix.y;
vpFixed[2][2] = vpRow2Fix.z;
vpFixed[3][2] = vpRow2Fix.w;
#endif
float4x4 fixedWVP = shMatrixMult(vpFixed, worldMatrix);
objSpacePositionPassthrough.w = shMatrixMult(fixedWVP, shInputPosition).z;
#else
objSpacePositionPassthrough.w = shOutputPosition.z;
#endif
#endif
objSpacePositionPassthrough.xyz = shInputPosition.xyz;
#if SHADOWS
lightSpacePos0 = shMatrixMult(texViewProjMatrix0, shMatrixMult(worldMatrix, shInputPosition));
#endif
#if SHADOWS_PSSM
float4 wPos = shMatrixMult(worldMatrix, shInputPosition);
@shForeach(3)
lightSpacePos@shIterator = shMatrixMult(texViewProjMatrix@shIterator, wPos);
@shEndForeach
#endif
#if VERTEX_LIGHTING
float3 viewPos = shMatrixMult(worldView, shInputPosition).xyz;
float3 lightDir;
float d;
lightResult = float4(0,0,0,1);
@shForeach(@shGlobalSettingString(num_lights))
lightDir = lightPosition[@shIterator].xyz - (viewPos * lightPosition[@shIterator].w);
d = length(lightDir);
lightDir = normalize(lightDir);
#if VERTEXCOLOR_MODE == 2
lightResult.xyz += colour.xyz * lightDiffuse[@shIterator].xyz
* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
* max(dot(viewNormal.xyz, lightDir), 0.0);
#else
lightResult.xyz += materialDiffuse.xyz * lightDiffuse[@shIterator].xyz
* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
* max(dot(viewNormal.xyz, lightDir), 0.0);
#endif
#if @shIterator == 0
directionalResult = lightResult.xyz;
#endif
@shEndForeach
#if VERTEXCOLOR_MODE == 2
lightResult.xyz += lightAmbient.xyz * colour.xyz + materialEmissive.xyz;
lightResult.a *= colour.a;
#endif
#if VERTEXCOLOR_MODE == 1
lightResult.xyz += lightAmbient.xyz * materialAmbient.xyz + colour.xyz;
#endif
#if VERTEXCOLOR_MODE == 0
lightResult.xyz += lightAmbient.xyz * materialAmbient.xyz + materialEmissive.xyz;
#endif
lightResult.a *= materialDiffuse.a;
#endif
}
#else
#if NORMAL_MAP && SH_GLSLES
mat3 transpose( mat3 m);
#endif
// ----------------------------------- FRAGMENT ------------------------------------------
#if UNDERWATER
#include "underwater.h"
#endif
SH_BEGIN_PROGRAM
#if DIFFUSE_MAP
shSampler2D(diffuseMap)
#endif
#if NORMAL_MAP
shSampler2D(normalMap)
#endif
#if DARK_MAP
shSampler2D(darkMap)
#endif
#if DETAIL_MAP
shSampler2D(detailMap)
#endif
#if EMISSIVE_MAP
shSampler2D(emissiveMap)
#endif
#if ENV_MAP
shSampler2D(envMap)
shUniform(float3, env_map_color) @shUniformProperty3f(env_map_color, env_map_color)
#endif
#if SPEC_MAP
shSampler2D(specMap)
#endif
#if ENV_MAP || SPECULAR || PARALLAX
shUniform(float3, cameraPosObjSpace) @shAutoConstant(cameraPosObjSpace, camera_position_object_space)
#endif
#if SPECULAR
shUniform(float3, lightSpec0) @shAutoConstant(lightSpec0, light_specular_colour, 0)
shUniform(float3, lightPosObjSpace0) @shAutoConstant(lightPosObjSpace0, light_position_object_space, 0)
shUniform(float, matShininess) @shAutoConstant(matShininess, surface_shininess)
shUniform(float3, matSpec) @shAutoConstant(matSpec, surface_specular_colour)
#endif
shInput(float4, UV)
#if NORMAL_MAP
shInput(float3, tangentPassthrough)
#endif
#if NEED_NORMAL
shInput(float3, normalPassthrough)
#endif
shInput(float4, objSpacePositionPassthrough)
#if VERTEXCOLOR_MODE != 0 && !VERTEX_LIGHTING
shInput(float4, colourPassthrough)
#endif
#if FOG
shUniform(float3, fogColour) @shAutoConstant(fogColour, fog_colour)
shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
#endif
#if SHADOWS
shInput(float4, lightSpacePos0)
shSampler2D(shadowMap0)
shUniform(float2, invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, 1)
#endif
#if SHADOWS_PSSM
@shForeach(3)
shInput(float4, lightSpacePos@shIterator)
shSampler2D(shadowMap@shIterator)
shUniform(float2, invShadowmapSize@shIterator) @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(1))
@shEndForeach
shUniform(float3, pssmSplitPoints) @shSharedParameter(pssmSplitPoints)
#endif
#if SHADOWS || SHADOWS_PSSM
shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
#endif
#if (UNDERWATER) || (FOG)
shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
shUniform(float4, cameraPos) @shAutoConstant(cameraPos, camera_position)
#endif
#if UNDERWATER
shUniform(float, waterLevel) @shSharedParameter(waterLevel)
shUniform(float, waterEnabled) @shSharedParameter(waterEnabled)
#endif
#if VERTEX_LIGHTING
shInput(float4, lightResult)
shInput(float3, directionalResult)
#else
shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_view_space_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightDiffuse[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightDiffuse, light_diffuse_colour_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightAttenuation[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightAttenuation, light_attenuation_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
shUniform(float4x4, worldView) @shAutoConstant(worldView, worldview_matrix)
#if VERTEXCOLOR_MODE != 2
shUniform(float4, materialAmbient) @shAutoConstant(materialAmbient, surface_ambient_colour)
#endif
shUniform(float4, materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
#if VERTEXCOLOR_MODE != 1
shUniform(float4, materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
#endif
#endif
#if ALPHATEST_MODE != 0
shUniform(float, alphaTestValue) @shUniformProperty1f(alphaTestValue, alphaTestValue)
#endif
SH_START_PROGRAM
{
float4 newUV = UV;
#ifdef NEED_DEPTH
float depthPassthrough = objSpacePositionPassthrough.w;
#endif
#if NEED_NORMAL
float3 normal = normalPassthrough;
#endif
#if NORMAL_MAP
float3 binormal = cross(tangentPassthrough.xyz, normal.xyz);
float3x3 tbn = float3x3(tangentPassthrough.xyz, binormal, normal.xyz);
#if SH_GLSL || SH_GLSLES
tbn = transpose(tbn);
#endif
float4 normalTex = shSample(normalMap, UV.xy);
normal = normalize (shMatrixMult( transpose(tbn), normalTex.xyz * 2.0 - 1.0 ));
#endif
#if ENV_MAP || SPECULAR || PARALLAX
float3 eyeDir = normalize(cameraPosObjSpace.xyz - objSpacePositionPassthrough.xyz);
#endif
#if PARALLAX
float3 TSeyeDir = normalize(shMatrixMult(tbn, eyeDir));
newUV += (TSeyeDir.xyxy * ( normalTex.a * PARALLAX_SCALE + PARALLAX_BIAS )).xyxy;
#endif
#if DIFFUSE_MAP
#if @shPropertyString(diffuseMapUVSet)
float4 diffuse = shSample(diffuseMap, newUV.zw);
#else
float4 diffuse = shSample(diffuseMap, newUV.xy);
#endif
#else
float4 diffuse = float4(1,1,1,1);
#endif
#if ALPHATEST_MODE == 1
if (diffuse.a >= alphaTestValue)
discard;
#elif ALPHATEST_MODE == 2
if (diffuse.a != alphaTestValue)
discard;
#elif ALPHATEST_MODE == 3
if (diffuse.a > alphaTestValue)
discard;
#elif ALPHATEST_MODE == 4
if (diffuse.a <= alphaTestValue)
discard;
#elif ALPHATEST_MODE == 5
if (diffuse.a == alphaTestValue)
discard;
#elif ALPHATEST_MODE == 6
if (diffuse.a < alphaTestValue)
discard;
#elif ALPHATEST_MODE == 7
discard;
#endif
#if DETAIL_MAP
#if @shPropertyString(detailMapUVSet)
diffuse *= shSample(detailMap, newUV.zw)*2;
#else
diffuse *= shSample(detailMap, newUV.xy)*2;
#endif
#endif
#if DARK_MAP
#if @shPropertyString(darkMapUVSet)
diffuse *= shSample(darkMap, newUV.zw);
#else
diffuse *= shSample(darkMap, newUV.xy);
#endif
#endif
shOutputColour(0) = diffuse;
#if !VERTEX_LIGHTING
float3 viewPos = shMatrixMult(worldView, float4(objSpacePositionPassthrough.xyz,1)).xyz;
float3 viewNormal = normalize(shMatrixMult(worldView, float4(normal.xyz, 0)).xyz);
float3 lightDir;
float d;
float4 lightResult = float4(0,0,0,1);
@shForeach(@shGlobalSettingString(num_lights))
lightDir = lightPosition[@shIterator].xyz - (viewPos * lightPosition[@shIterator].w);
d = length(lightDir);
lightDir = normalize(lightDir);
#if VERTEXCOLOR_MODE == 2
lightResult.xyz += colourPassthrough.xyz * lightDiffuse[@shIterator].xyz
* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
* max(dot(viewNormal.xyz, lightDir), 0.0);
#else
lightResult.xyz += materialDiffuse.xyz * lightDiffuse[@shIterator].xyz
* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
* max(dot(viewNormal.xyz, lightDir), 0.0);
#endif
#if @shIterator == 0
float3 directionalResult = lightResult.xyz;
#endif
@shEndForeach
#if VERTEXCOLOR_MODE == 2
lightResult.xyz += lightAmbient.xyz * colourPassthrough.xyz + materialEmissive.xyz;
lightResult.a *= colourPassthrough.a;
#endif
#if VERTEXCOLOR_MODE == 1
lightResult.xyz += lightAmbient.xyz * materialAmbient.xyz + colourPassthrough.xyz;
#endif
#if VERTEXCOLOR_MODE == 0
lightResult.xyz += lightAmbient.xyz * materialAmbient.xyz + materialEmissive.xyz;
#endif
lightResult.a *= materialDiffuse.a;
#endif
// shadows only for the first (directional) light
#if SHADOWS
float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
#endif
#if SHADOWS_PSSM
float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depthPassthrough, pssmSplitPoints);
#endif
#if SHADOWS || SHADOWS_PSSM
float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
float fade = 1.0-((depthPassthrough - shadowFar_fadeStart.y) / fadeRange);
shadow = (depthPassthrough > shadowFar_fadeStart.x) ? 1.0 : ((depthPassthrough > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow);
#endif
#if !SHADOWS && !SHADOWS_PSSM
float shadow = 1.0;
#endif
#if (UNDERWATER) || (FOG)
float3 worldPos = shMatrixMult(worldMatrix, float4(objSpacePositionPassthrough.xyz,1)).xyz;
#endif
#if UNDERWATER
float3 waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0.0,0.0,1.0), waterLevel);
#endif
#if SHADOWS || SHADOWS_PSSM
shOutputColour(0) *= (lightResult - float4(directionalResult * (1.0-shadow),0.0));
#else
shOutputColour(0) *= lightResult;
#endif
#if EMISSIVE_MAP
#if @shPropertyString(emissiveMapUVSet)
shOutputColour(0).xyz += shSample(emissiveMap, newUV.zw).xyz;
#else
shOutputColour(0).xyz += shSample(emissiveMap, newUV.xy).xyz;
#endif
#endif
#if ENV_MAP
// Everything looks better with fresnel
float facing = 1.0 - max(abs(dot(-eyeDir, normal)), 0.0);
float envFactor = shSaturate(0.25 + 0.75 * pow(facing, 1.0));
shOutputColour(0).xyz += shSample(envMap, UV.zw).xyz * envFactor * env_map_color;
#endif
#if SPECULAR
float3 light0Dir = normalize(lightPosObjSpace0.xyz);
float NdotL = max(dot(normal, light0Dir), 0.0);
float3 halfVec = normalize (light0Dir + eyeDir);
float shininess = matShininess;
#if SPEC_MAP
float4 specTex = shSample(specMap, UV.xy);
shininess *= (specTex.a);
#endif
float3 specular = pow(max(dot(normal, halfVec), 0.0), shininess) * lightSpec0 * matSpec;
#if SPEC_MAP
specular *= specTex.xyz;
#else
specular *= diffuse.a;
#endif
shOutputColour(0).xyz += specular * shadow;
#endif
#if FOG
float fogValue = shSaturate((depthPassthrough - fogParams.y) * fogParams.w);
#if UNDERWATER
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, UNDERWATER_COLOUR, shSaturate(length(waterEyePos-worldPos) / VISIBILITY));
#else
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColour, fogValue);
#endif
#endif
// prevent negative colour output (for example with negative lights)
shOutputColour(0).xyz = max(shOutputColour(0).xyz, float3(0.0,0.0,0.0));
}
#if NORMAL_MAP && SH_GLSLES
mat3 transpose(mat3 m){
return mat3(
m[0][0],m[1][0],m[2][0],
m[0][1],m[1][1],m[2][1],
m[0][2],m[1][2],m[2][2]
);
}
#endif
#endif

@ -1,15 +0,0 @@
shader_set openmw_objects_vertex
{
source objects.shader
type vertex
profiles_cg vs_2_0 vp40 arbvp1
profiles_hlsl vs_3_0 vs_2_0
}
shader_set openmw_objects_fragment
{
source objects.shader
type fragment
profiles_cg ps_3_0 ps_2_x ps_2_0 fp40 arbfp1
profiles_hlsl ps_3_0 ps_2_0
}

@ -1,20 +0,0 @@
configuration water_reflection
{
shadows false
shadows_pssm false
viewproj_fix true
}
configuration water_refraction
{
viewproj_fix true
render_refraction true
}
configuration local_map
{
fog false
shadows false
shadows_pssm false
simple_water true
}

@ -1,22 +0,0 @@
material quad
{
depth_write on
pass
{
vertex_program transform_vertex
fragment_program quad_fragment
depth_write $depth_write
texture_unit SceneBuffer
{
}
}
}
material quad_noDepthWrite
{
parent quad
depth_write off
}

@ -1,25 +0,0 @@
#include "core.h"
#ifdef SH_VERTEX_SHADER
SH_BEGIN_PROGRAM
shVertexInput(float2, uv0)
shOutput(float2, UV)
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
SH_START_PROGRAM
{
shOutputPosition = shMatrixMult(wvp, shInputPosition);
UV = uv0;
}
#else
SH_BEGIN_PROGRAM
shInput(float2, UV)
shSampler2D(SceneBuffer)
SH_START_PROGRAM
{
shOutputColour(0) = shSample(SceneBuffer, UV);
}
#endif

@ -1,15 +0,0 @@
shader_set transform_vertex
{
source quad.shader
type vertex
profiles_cg vs_2_0 vp40 arbvp1
profiles_hlsl vs_2_0
}
shader_set quad_fragment
{
source quad.shader
type fragment
profiles_cg ps_2_x ps_2_0 ps fp40 arbfp1
profiles_hlsl ps_2_0
}

@ -1,26 +0,0 @@
particle_system openmw/Ripples
{
material openmw/Ripple
particle_width 30
particle_height 30
// To make the particles move with the scene node when the waterlevel changes
local_space true
quota 300
billboard_type perpendicular_common
common_up_vector 0 1 0
common_direction 0 0 1
affector ColourFader
{
alpha -0.33
}
affector Scaler
{
rate 120
}
affector Rotator
{
}
}

@ -1,9 +0,0 @@
material SelectionColour
{
allow_fixed_function false
pass
{
vertex_program selection_vertex
fragment_program selection_fragment
}
}

@ -1,24 +0,0 @@
#include "core.h"
#ifdef SH_VERTEX_SHADER
SH_BEGIN_PROGRAM
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
SH_START_PROGRAM
{
shOutputPosition = shMatrixMult(wvp, shInputPosition);
}
#else
SH_BEGIN_PROGRAM
shUniform(float4, colour) @shAutoConstant(colour, custom, 1)
SH_START_PROGRAM
{
shOutputColour(0) = colour;
//shOutputColour(0) = float4(1,0,0,1);
}
#endif

@ -1,15 +0,0 @@
shader_set selection_vertex
{
source selection.shader
type vertex
profiles_cg vs_2_0 arbvp1
profiles_hlsl vs_2_0
}
shader_set selection_fragment
{
source selection.shader
type fragment
profiles_cg ps_2_x ps_2_0 ps arbfp1
profiles_hlsl ps_2_0
}

@ -1,35 +0,0 @@
material openmw_shadowcaster_default
{
create_configuration Default
allow_fixed_function false
pass
{
fog_override true
vertex_program openmw_shadowcaster_vertex
fragment_program openmw_shadowcaster_fragment
shader_properties
{
shadow_transparency true
}
}
}
material openmw_shadowcaster_noalpha
{
create_configuration Default
allow_fixed_function false
pass
{
fog_override true
vertex_program openmw_shadowcaster_vertex
fragment_program openmw_shadowcaster_fragment
shader_properties
{
shadow_transparency false
}
}
}

@ -1,55 +0,0 @@
#include "core.h"
#define ALPHA @shPropertyBool(shadow_transparency)
#ifdef SH_VERTEX_SHADER
SH_BEGIN_PROGRAM
#if ALPHA
shVertexInput(float2, uv0)
shOutput(float2, UV)
#endif
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
shOutput(float2, depth)
SH_START_PROGRAM
{
// this is the view space position
shOutputPosition = shMatrixMult(wvp, shInputPosition);
// depth info for the fragment.
depth.x = shOutputPosition.z;
depth.y = shOutputPosition.w;
// clamp z to zero. seem to do the trick. :-/
shOutputPosition.z = max(shOutputPosition.z, 0.0);
#if ALPHA
UV = uv0;
#endif
}
#else
SH_BEGIN_PROGRAM
#if ALPHA
shInput(float2, UV)
shSampler2D(texture1)
#endif
shInput(float2, depth)
SH_START_PROGRAM
{
float finalDepth = depth.x / depth.y;
#if ALPHA
// use alpha channel of the first texture
float alpha = shSample(texture1, UV).a;
if (alpha < 0.5)
discard;
#endif
shOutputColour(0) = float4(finalDepth, finalDepth, finalDepth, 1.0);
}
#endif

@ -1,15 +0,0 @@
shader_set openmw_shadowcaster_vertex
{
source shadowcaster.shader
type vertex
profiles_cg vs_2_0 arbvp1
profiles_hlsl vs_2_0
}
shader_set openmw_shadowcaster_fragment
{
source shadowcaster.shader
type fragment
profiles_cg ps_2_x ps_2_0 ps arbfp1
profiles_hlsl ps_2_0
}

@ -1,51 +0,0 @@
#define FIXED_BIAS 0.0003
float depthShadowPCF (shTexture2D shadowMap, float4 shadowMapPos, float2 offset)
{
shadowMapPos /= shadowMapPos.w;
float3 o = float3(offset.xy, -offset.x) * 0.3;
//float3 o = float3(0,0,0);
float c = (shadowMapPos.z <= FIXED_BIAS + shSample(shadowMap, shadowMapPos.xy - o.xy).r) ? 1.0 : 0.0; // top left
c += (shadowMapPos.z <= FIXED_BIAS + shSample(shadowMap, shadowMapPos.xy + o.xy).r) ? 1.0 : 0.0; // bottom right
c += (shadowMapPos.z <= FIXED_BIAS + shSample(shadowMap, shadowMapPos.xy + o.zy).r) ? 1.0 : 0.0; // bottom left
c += (shadowMapPos.z <= FIXED_BIAS + shSample(shadowMap, shadowMapPos.xy - o.zy).r) ? 1.0 : 0.0; // top right
return c / 4.0;
}
float pssmDepthShadow (
float4 lightSpacePos0,
float2 invShadowmapSize0,
shTexture2D shadowMap0,
float4 lightSpacePos1,
float2 invShadowmapSize1,
shTexture2D shadowMap1,
float4 lightSpacePos2,
float2 invShadowmapSize2,
shTexture2D shadowMap2,
float depth,
float3 pssmSplitPoints)
{
float shadow;
float pcf1 = depthShadowPCF(shadowMap0, lightSpacePos0, invShadowmapSize0);
float pcf2 = depthShadowPCF(shadowMap1, lightSpacePos1, invShadowmapSize1);
float pcf3 = depthShadowPCF(shadowMap2, lightSpacePos2, invShadowmapSize2);
if (depth < pssmSplitPoints.x)
shadow = pcf1;
else if (depth < pssmSplitPoints.y)
shadow = pcf2;
else
shadow = pcf3;
return shadow;
}

@ -1,140 +0,0 @@
material QueryTotalPixels
{
allow_fixed_function false
pass
{
vertex_program sun_vertex
fragment_program sun_fragment
cull_hardware none
polygon_mode_overrideable off
depth_check off
depth_write off
colour_write off
}
}
material QueryVisiblePixels
{
allow_fixed_function false
pass
{
vertex_program sun_vertex
fragment_program sun_fragment
cull_hardware none
cull_software none
polygon_mode_overrideable off
depth_check on
depth_write off
colour_write off
}
}
material openmw_moon
{
allow_fixed_function false
pass
{
vertex_program moon_vertex
fragment_program moon_fragment
cull_hardware none
polygon_mode_overrideable off
depth_write off
depth_check off
scene_blend alpha_blend
texture_unit diffuseMap
{
texture_alias $texture
}
texture_unit alphaMap
{
texture_alias $alphatexture
}
}
}
material openmw_clouds
{
allow_fixed_function false
pass
{
vertex_program clouds_vertex
fragment_program clouds_fragment
polygon_mode_overrideable off
scene_blend alpha_blend
depth_write off
// second diffuse map is used for weather transitions
texture_unit diffuseMap1
{
texture_alias cloud_texture_1
}
texture_unit diffuseMap2
{
texture_alias cloud_texture_2
}
}
}
material openmw_atmosphere
{
allow_fixed_function false
pass
{
vertex_program atmosphere_vertex
fragment_program atmosphere_fragment
polygon_mode_overrideable off
depth_write off
}
}
material openmw_stars
{
allow_fixed_function false
pass
{
vertex_program stars_vertex
fragment_program stars_fragment
polygon_mode_overrideable off
depth_check off
depth_write off
scene_blend alpha_blend
texture_unit diffuseMap
{
direct_texture $texture
}
}
}
// used for both sun and sun glare
material openmw_sun
{
allow_fixed_function false
pass
{
vertex_program sun_vertex
fragment_program sun_fragment
cull_hardware none
polygon_mode_overrideable off
depth_check off
depth_write off
scene_blend alpha_blend
texture_unit diffuseMap
{
direct_texture $texture
}
}
}

@ -1,48 +0,0 @@
#include "core.h"
#ifdef SH_VERTEX_SHADER
SH_BEGIN_PROGRAM
shUniform(float4x4, worldview) @shAutoConstant(worldview, worldview_matrix)
shUniform(float4x4, proj) @shAutoConstant(proj, projection_matrix)
shVertexInput(float2, uv0)
shOutput(float2, UV)
shOutput(float, fade)
SH_START_PROGRAM
{
float4x4 worldviewFixed = worldview;
#if !SH_GLSL && !SH_GLSLES
worldviewFixed[0][3] = 0.0;
worldviewFixed[1][3] = 0.0;
worldviewFixed[2][3] = 0.0;
#else
worldviewFixed[3][0] = 0.0;
worldviewFixed[3][1] = 0.0;
worldviewFixed[3][2] = 0.0;
#endif
shOutputPosition = shMatrixMult(proj, shMatrixMult(worldviewFixed, shInputPosition));
UV = uv0;
fade = (shInputPosition.z > 50.0) ? 1.0 : 0.0;
}
#else
SH_BEGIN_PROGRAM
shInput(float2, UV)
shInput(float, fade)
shSampler2D(diffuseMap)
shUniform(float, nightFade) @shSharedParameter(nightFade)
SH_START_PROGRAM
{
shOutputColour(0) = shSample(diffuseMap, UV) * float4(1,1,1, nightFade * fade);
}
#endif

@ -1,15 +0,0 @@
shader_set stars_vertex
{
source stars.shader
type vertex
profiles_cg vs_2_0 arbvp1
profiles_hlsl vs_2_0
}
shader_set stars_fragment
{
source stars.shader
type fragment
profiles_cg ps_2_x ps_2_0 ps arbfp1
profiles_hlsl ps_2_0
}

@ -1,41 +0,0 @@
#include "core.h"
#ifdef SH_VERTEX_SHADER
SH_BEGIN_PROGRAM
shUniform(float4x4, world) @shAutoConstant(world, world_matrix)
shUniform(float4x4, view) @shAutoConstant(view, view_matrix)
shUniform(float4x4, projection) @shAutoConstant(projection, projection_matrix)
shVertexInput(float2, uv0)
shOutput(float2, UV)
SH_START_PROGRAM
{
float4x4 viewFixed = view;
#if !SH_GLSL && !SH_GLSLES
viewFixed[0][3] = 0.0;
viewFixed[1][3] = 0.0;
viewFixed[2][3] = 0.0;
#else
viewFixed[3][0] = 0.0;
viewFixed[3][1] = 0.0;
viewFixed[3][2] = 0.0;
#endif
shOutputPosition = shMatrixMult(projection, shMatrixMult(viewFixed, shMatrixMult(world, shInputPosition)));
UV = uv0;
}
#else
SH_BEGIN_PROGRAM
shSampler2D(diffuseMap)
shInput(float2, UV)
shUniform(float4, materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
//shUniform(float4, materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
SH_START_PROGRAM
{
shOutputColour(0) = float4(1,1,1,materialDiffuse.a) * shSample(diffuseMap, UV);
}
#endif

@ -1,15 +0,0 @@
shader_set sun_vertex
{
source sun.shader
type vertex
profiles_cg vs_2_0 arbvp1
profiles_hlsl vs_2_0
}
shader_set sun_fragment
{
source sun.shader
type fragment
profiles_cg ps_2_x ps_2_0 ps arbfp1
profiles_hlsl ps_2_0
}

@ -1,507 +0,0 @@
/*
* Copyright (c) 2015 scrawl <scrawl@baseoftrash.de>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "core.h"
#define IS_FIRST_PASS (@shPropertyString(pass_index) == 0)
#define FOG (@shGlobalSettingBool(fog) && !@shPropertyBool(render_composite_map))
#define SHADOWS_PSSM @shGlobalSettingBool(shadows_pssm)
#define SHADOWS @shGlobalSettingBool(shadows)
#if SHADOWS || SHADOWS_PSSM
#include "shadows.h"
#endif
#define NUM_LAYERS @shPropertyString(num_layers)
#if FOG || SHADOWS_PSSM
#define NEED_DEPTH 1
#endif
#define UNDERWATER @shGlobalSettingBool(render_refraction)
#define VIEWPROJ_FIX @shGlobalSettingBool(viewproj_fix)
#define RENDERCMP @shPropertyBool(render_composite_map)
#define LIGHTING !RENDERCMP
#define COMPOSITE_MAP @shPropertyBool(display_composite_map)
#define NORMAL_MAP @shPropertyBool(normal_map_enabled)
#define PARALLAX @shPropertyBool(parallax_enabled)
#define VERTEX_LIGHTING (!NORMAL_MAP)
#define PARALLAX_SCALE 0.04
#define PARALLAX_BIAS -0.02
// This is just for the permutation handler
#define NORMAL_MAPS @shPropertyString(normal_maps)
#if NEED_DEPTH
@shAllocatePassthrough(1, depth)
#endif
@shAllocatePassthrough(2, UV)
@shAllocatePassthrough(3, worldPos)
#if LIGHTING
@shAllocatePassthrough(3, normalPassthrough)
#if VERTEX_LIGHTING
@shAllocatePassthrough(3, lightResult)
@shAllocatePassthrough(3, directionalResult)
#else
@shAllocatePassthrough(3, colourPassthrough)
#endif
#if SHADOWS
@shAllocatePassthrough(4, lightSpacePos0)
#endif
#if SHADOWS_PSSM
@shForeach(3)
@shAllocatePassthrough(4, lightSpacePos@shIterator)
@shEndForeach
#endif
#endif
#ifdef SH_VERTEX_SHADER
// ------------------------------------- VERTEX ---------------------------------------
SH_BEGIN_PROGRAM
shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
shUniform(float4x4, viewProjMatrix) @shAutoConstant(viewProjMatrix, viewproj_matrix)
#if VIEWPROJ_FIX
shUniform(float4, vpRow2Fix) @shSharedParameter(vpRow2Fix, vpRow2Fix)
#endif
shVertexInput(float2, uv0)
#if LIGHTING
shNormalInput(float4)
shColourInput(float4)
#if VERTEX_LIGHTING
shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_object_space_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightDiffuse[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightDiffuse, light_diffuse_colour_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightAttenuation[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightAttenuation, light_attenuation_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
#endif
#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
#endif
@shPassthroughVertexOutputs
SH_START_PROGRAM
{
float4 worldPos = shMatrixMult(worldMatrix, shInputPosition);
shOutputPosition = shMatrixMult(viewProjMatrix, worldPos);
#if NEED_DEPTH
#if VIEWPROJ_FIX
float4x4 vpFixed = viewProjMatrix;
#if !SH_GLSL && !SH_GLSLES
vpFixed[2] = vpRow2Fix;
#else
vpFixed[0][2] = vpRow2Fix.x;
vpFixed[1][2] = vpRow2Fix.y;
vpFixed[2][2] = vpRow2Fix.z;
vpFixed[3][2] = vpRow2Fix.w;
#endif
float4x4 fixedWVP = shMatrixMult(vpFixed, worldMatrix);
float depth = shMatrixMult(fixedWVP, shInputPosition).z;
@shPassthroughAssign(depth, depth);
#else
@shPassthroughAssign(depth, shOutputPosition.z);
#endif
#endif
@shPassthroughAssign(UV, uv0);
@shPassthroughAssign(worldPos, worldPos.xyz);
#if LIGHTING
@shPassthroughAssign(normalPassthrough, normal.xyz);
#endif
#if LIGHTING && !VERTEX_LIGHTING
@shPassthroughAssign(colourPassthrough, colour.xyz);
#endif
#if LIGHTING
#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
#if VERTEX_LIGHTING
// Lighting
float3 lightDir;
float d;
float3 lightResult = float3(0,0,0);
float3 directionalResult = float3(0,0,0);
@shForeach(@shGlobalSettingString(num_lights))
lightDir = lightPosition[@shIterator].xyz - (shInputPosition.xyz * lightPosition[@shIterator].w);
d = length(lightDir);
lightDir = normalize(lightDir);
lightResult.xyz += lightDiffuse[@shIterator].xyz
* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
* max(dot(normal.xyz, lightDir), 0.0);
#if @shIterator == 0
directionalResult = lightResult.xyz;
#endif
@shEndForeach
lightResult.xyz += lightAmbient.xyz;
lightResult.xyz *= colour.xyz;
directionalResult.xyz *= colour.xyz;
@shPassthroughAssign(lightResult, lightResult);
@shPassthroughAssign(directionalResult, directionalResult);
#endif
#endif
}
#else
// ----------------------------------- FRAGMENT ------------------------------------------
#if UNDERWATER
#include "underwater.h"
#endif
#if NORMAL_MAP && SH_GLSLES
mat3 transpose(mat3 m);
#endif
SH_BEGIN_PROGRAM
#if COMPOSITE_MAP
shSampler2D(compositeMap)
#else
@shForeach(@shPropertyString(num_blendmaps))
shSampler2D(blendMap@shIterator)
@shEndForeach
@shForeach(@shPropertyString(num_layers))
shSampler2D(diffuseMap@shIterator)
#if @shPropertyBool(use_normal_map_@shIterator)
shSampler2D(normalMap@shIterator)
#endif
@shEndForeach
#endif
#if FOG
shUniform(float3, fogColour) @shAutoConstant(fogColour, fog_colour)
shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
#endif
@shPassthroughFragmentInputs
#if LIGHTING
#if !VERTEX_LIGHTING
shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightDiffuse[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightDiffuse, light_diffuse_colour_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightAttenuation[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightAttenuation, light_attenuation_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
shUniform(float4x4, worldView) @shAutoConstant(worldView, worldview_matrix)
#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
#endif
#if (UNDERWATER) || (FOG)
shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
#endif
#if UNDERWATER
shUniform(float, waterLevel) @shSharedParameter(waterLevel)
#endif
// For specular
#if LIGHTING
shUniform(float3, lightSpec0) @shAutoConstant(lightSpec0, light_specular_colour, 0)
shUniform(float3, lightPos0) @shAutoConstant(lightPos0, light_position, 0)
#endif
shUniform(float4, cameraPos) @shAutoConstant(cameraPos, camera_position)
SH_START_PROGRAM
{
#if NEED_DEPTH
float depth = @shPassthroughReceive(depth);
#endif
float2 UV = @shPassthroughReceive(UV);
float3 worldPos = @shPassthroughReceive(worldPos);
#if LIGHTING
float3 normal = @shPassthroughReceive(normalPassthrough);
#endif
#if LIGHTING && !VERTEX_LIGHTING
#if NORMAL_MAP
// derive the tangent space basis
float3 tangent = float3(1,0, 0);
float3 binormal = normalize(cross(tangent, normal));
tangent = normalize(cross(normal, binormal)); // note, now we need to re-cross to derive tangent again because it wasn't orthonormal
// derive final matrix
float3x3 tbn = float3x3(tangent, binormal, normal);
#if SH_GLSL || SH_GLSLES
tbn = transpose(tbn);
#endif
#endif
#endif
#if UNDERWATER
float3 waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,0,1), waterLevel);
#endif
#if !IS_FIRST_PASS
// Opacity the previous passes should have, i.e. 1 - (opacity of this pass)
float previousAlpha = 1.0;
#endif
shOutputColour(0) = float4(1,1,1,1);
float3 TSnormal = float3(0,0,1);
#if COMPOSITE_MAP
shOutputColour(0).xyz = shSample(compositeMap, UV).xyz;
#else
// Layer calculations
// rescale UV to directly map edge vertices to texel centers - this is
// important to get correct blending at cell transitions
// TODO: parameterize texel size
float2 blendUV = (UV - 0.5) * (16.0 / (16.0+1.0)) + 0.5;
@shForeach(@shPropertyString(num_blendmaps))
float4 blendValues@shIterator = shSaturate(shSample(blendMap@shIterator, blendUV));
@shEndForeach
float4 albedo = float4(0,0,0,1);
float2 layerUV = float2(UV.x, 1.0-UV.y) * 16.0; // Reverse Y, required to get proper tangents
float2 thisLayerUV;
float4 normalTex;
float4 diffuseTex;
float3 eyeDir = normalize(cameraPos.xyz - worldPos);
#if PARALLAX
float3 TSeyeDir = normalize(shMatrixMult(tbn, eyeDir));
#endif
@shForeach(@shPropertyString(num_layers))
thisLayerUV = layerUV;
#if @shPropertyBool(use_normal_map_@shIterator)
normalTex = shSample(normalMap@shIterator, thisLayerUV);
#if @shIterator == 0 && IS_FIRST_PASS
TSnormal = normalize(normalTex.xyz * 2.0 - 1.0);
#else
TSnormal = shLerp(TSnormal, normalTex.xyz * 2.0 - 1.0, blendValues@shPropertyString(blendmap_component_@shIterator));
#endif
#endif
#if @shPropertyBool(use_parallax_@shIterator)
thisLayerUV += TSeyeDir.xy * ( normalTex.a * PARALLAX_SCALE + PARALLAX_BIAS );
#endif
diffuseTex = shSample(diffuseMap@shIterator, layerUV);
#if !@shPropertyBool(use_specular_@shIterator)
diffuseTex.a = 0.0;
#endif
#if @shIterator == 0
albedo = diffuseTex;
#else
albedo = shLerp(albedo, diffuseTex, blendValues@shPropertyString(blendmap_component_@shIterator));
#endif
#if !IS_FIRST_PASS
previousAlpha *= 1.0-blendValues@shPropertyString(blendmap_component_@shIterator);
#endif
@shEndForeach
shOutputColour(0).rgb *= albedo.xyz;
#endif
#if LIGHTING
#if VERTEX_LIGHTING
// Lighting
float3 lightResult = @shPassthroughReceive(lightResult);
float3 directionalResult = @shPassthroughReceive(directionalResult);
#else
#if NORMAL_MAP
normal = normalize (shMatrixMult( transpose(tbn), TSnormal ));
#endif
float3 colour = @shPassthroughReceive(colourPassthrough);
float3 lightDir;
float d;
float3 lightResult = float3(0,0,0);
@shForeach(@shGlobalSettingString(num_lights))
lightDir = lightPosition[@shIterator].xyz - (worldPos * lightPosition[@shIterator].w);
d = length(lightDir);
lightDir = normalize(lightDir);
lightResult.xyz += lightDiffuse[@shIterator].xyz
* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
* max(dot(normal.xyz, lightDir), 0.0);
#if @shIterator == 0
float3 directionalResult = lightResult.xyz;
#endif
@shEndForeach
lightResult.xyz += lightAmbient.xyz;
lightResult.xyz *= colour.xyz;
directionalResult.xyz *= colour.xyz;
#endif
// 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) ? 1.0 : ((depth > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow);
#endif
#if !SHADOWS && !SHADOWS_PSSM
float shadow = 1.0;
#endif
shOutputColour(0).xyz *= (lightResult - directionalResult * (1.0-shadow));
#endif
#if LIGHTING && !COMPOSITE_MAP
// Specular
float3 light0Dir = normalize(lightPos0.xyz);
float NdotL = max(dot(normal, light0Dir), 0.0);
float3 halfVec = normalize (light0Dir + eyeDir);
float3 specular = pow(max(dot(normal, halfVec), 0.0), 32.0) * lightSpec0;
shOutputColour(0).xyz += specular * (albedo.a) * shadow;
#endif
#if FOG
float fogValue = shSaturate((depth - fogParams.y) * fogParams.w);
#if UNDERWATER
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, UNDERWATER_COLOUR, shSaturate(length(waterEyePos-worldPos) / VISIBILITY));
#else
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColour, fogValue);
#endif
#endif
// prevent negative colour output (for example with negative lights)
shOutputColour(0).xyz = max(shOutputColour(0).xyz, float3(0,0,0));
#if IS_FIRST_PASS
shOutputColour(0).a = 1.0;
#else
shOutputColour(0).a = 1.0-previousAlpha;
#endif
}
#if NORMAL_MAP && SH_GLSLES
mat3 transpose(mat3 m){
return mat3(
m[0][0],m[1][0],m[2][0],
m[0][1],m[1][1],m[2][1],
m[0][2],m[1][2],m[2][2]
);
}
#endif
#endif

@ -1,15 +0,0 @@
shader_set terrain_vertex
{
source terrain.shader
type vertex
profiles_cg vs_2_0 vp40 arbvp1
profiles_hlsl vs_3_0 vs_2_0
}
shader_set terrain_fragment
{
source terrain.shader
type fragment
profiles_cg ps_3_0 ps_2_x ps_2_0 fp40 arbfp1
profiles_hlsl ps_3_0 ps_2_0
}

@ -1,121 +0,0 @@
#define UNDERWATER_COLOUR float3(0.090195, 0.115685, 0.12745)
#define VISIBILITY 1000.0 // how far you can look through water
#define BIG_WAVES_X 0.3 // strength of big waves
#define BIG_WAVES_Y 0.3
#define MID_WAVES_X 0.3 // strength of middle sized waves
#define MID_WAVES_Y 0.15
#define SMALL_WAVES_X 0.15 // strength of small waves
#define SMALL_WAVES_Y 0.1
#define WAVE_CHOPPYNESS 0.15 // wave choppyness
#define WAVE_SCALE 0.01 // overall wave scale
#define ABBERATION 0.001 // chromatic abberation amount
#define SUN_EXT float3(0.45, 0.55, 0.68) //sunlight extinction
float3 intercept(float3 lineP,
float3 lineN,
float3 planeN,
float planeD)
{
float distance = (planeD - dot(planeN, lineP)) / dot(lineN, planeN);
return lineP + lineN * distance;
}
float3 perturb1(shTexture2D tex, float2 coords, float bend, float2 windDir, float windSpeed, float timer)
{
float2 nCoord = float2(0,0);
bend *= WAVE_CHOPPYNESS;
nCoord = coords * (WAVE_SCALE * 0.05) + windDir * timer * (windSpeed*0.04);
float3 normal0 = 2.0 * shSample(tex, nCoord + float2(-timer*0.015,-timer*0.05)).rgb - 1.0;
nCoord = coords * (WAVE_SCALE * 0.1) + windDir * timer * (windSpeed*0.08)-normal0.xy*bend;
float3 normal1 = 2.0 * shSample(tex, nCoord + float2(+timer*0.020,+timer*0.015)).rgb - 1.0;
nCoord = coords * (WAVE_SCALE * 0.25) + windDir * timer * (windSpeed*0.07)-normal1.xy*bend;
float3 normal2 = 2.0 * shSample(tex, nCoord + float2(-timer*0.04,-timer*0.03)).rgb - 1.0;
nCoord = coords * (WAVE_SCALE * 0.5) + windDir * timer * (windSpeed*0.09)-normal2.xy*bend;
float3 normal3 = 2.0 * shSample(tex, nCoord + float2(+timer*0.03,+timer*0.04)).rgb - 1.0;
nCoord = coords * (WAVE_SCALE* 1.0) + windDir * timer * (windSpeed*0.4)-normal3.xy*bend;
float3 normal4 = 2.0 * shSample(tex, nCoord + float2(-timer*0.2,+timer*0.1)).rgb - 1.0;
nCoord = coords * (WAVE_SCALE * 2.0) + windDir * timer * (windSpeed*0.7)-normal4.xy*bend;
float3 normal5 = 2.0 * shSample(tex, nCoord + float2(+timer*0.1,-timer*0.06)).rgb - 1.0;
float3 normal = normalize(normal0 * BIG_WAVES_X + normal1 * BIG_WAVES_Y +
normal2 * MID_WAVES_X + normal3 * MID_WAVES_Y +
normal4 * SMALL_WAVES_X + normal5 * SMALL_WAVES_Y);
return normal;
}
float3 perturb(shTexture2D tex, float2 coords, float bend, float2 windDir, float windSpeed, float timer)
{
bend *= WAVE_CHOPPYNESS;
float3 col = float3(0,0,0);
float2 nCoord = float2(0,0); //normal coords
nCoord = coords * (WAVE_SCALE * 0.025) + windDir * timer * (windSpeed*0.03);
col += shSample(tex,nCoord + float2(-timer*0.005,-timer*0.01)).rgb*0.20;
nCoord = coords * (WAVE_SCALE * 0.1) + windDir * timer * (windSpeed*0.05)-(col.xy/col.zz)*bend;
col += shSample(tex,nCoord + float2(+timer*0.01,+timer*0.005)).rgb*0.20;
nCoord = coords * (WAVE_SCALE * 0.2) + windDir * timer * (windSpeed*0.1)-(col.xy/col.zz)*bend;
col += shSample(tex,nCoord + float2(-timer*0.02,-timer*0.03)).rgb*0.20;
nCoord = coords * (WAVE_SCALE * 0.5) + windDir * timer * (windSpeed*0.2)-(col.xy/col.zz)*bend;
col += shSample(tex,nCoord + float2(+timer*0.03,+timer*0.02)).rgb*0.15;
nCoord = coords * (WAVE_SCALE* 0.8) + windDir * timer * (windSpeed*1.0)-(col.xy/col.zz)*bend;
col += shSample(tex, nCoord + float2(-timer*0.06,+timer*0.08)).rgb*0.15;
nCoord = coords * (WAVE_SCALE * 1.0) + windDir * timer * (windSpeed*1.3)-(col.xy/col.zz)*bend;
col += shSample(tex,nCoord + float2(+timer*0.08,-timer*0.06)).rgb*0.10;
return col;
}
float3 getCaustics (shTexture2D causticMap, float3 worldPos, float3 waterEyePos, float3 worldNormal, float3 lightDirectionWS0, float waterLevel, float waterTimer, float3 windDir_windSpeed)
{
float waterDepth = shSaturate((waterEyePos.z - worldPos.z) / 50.0);
float3 causticPos = intercept(worldPos.xyz, lightDirectionWS0.xyz, float3(0,0,1), waterLevel);
///\ todo clean this up
float causticdepth = length(causticPos-worldPos.xyz);
causticdepth = 1.0-shSaturate(causticdepth / VISIBILITY);
causticdepth = shSaturate(causticdepth);
// NOTE: the original shader calculated a tangent space basis here,
// but using only the world normal is cheaper and i couldn't see a visual difference
// also, if this effect gets moved to screen-space some day, it's unlikely to have tangent information
float3 causticNorm = worldNormal.xyz * perturb(causticMap, causticPos.xy, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).xyz * 2.0 - 1.0;
causticNorm = float3(causticNorm.x, causticNorm.y, -causticNorm.z);
//float fresnel = pow(clamp(dot(LV,causticnorm),0.0,1.0),2.0);
float NdotL = max(dot(worldNormal.xyz, lightDirectionWS0.xyz),0.0);
float causticR = 1.0-perturb(causticMap, causticPos.xy, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).z;
/// \todo sunFade
// float3 caustics = clamp(pow(float3(causticR)*5.5,float3(5.5*causticdepth)),0.0,1.0)*NdotL*sunFade*causticdepth;
float3 caustics = clamp(pow(float3(causticR,causticR,causticR)*5.5,float3(5.5*causticdepth,5.5*causticdepth,5.5*causticdepth)),0.0,1.0)*NdotL*causticdepth;
float causticG = 1.0-perturb(causticMap,causticPos.xy+(1.0-causticdepth)*ABBERATION, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).z;
float causticB = 1.0-perturb(causticMap,causticPos.xy+(1.0-causticdepth)*ABBERATION*2.0, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).z;
//caustics = shSaturate(pow(float3(causticR,causticG,causticB)*5.5,float3(5.5*causticdepth)))*NdotL*sunFade*causticdepth;
caustics = shSaturate(pow(float3(causticR,causticG,causticB)*5.5,float3(5.5*causticdepth,5.5*causticdepth,5.5*causticdepth)))*NdotL*causticdepth;
caustics *= 3.0;
// shore transition
caustics = shLerp (float3(1,1,1), caustics, waterDepth);
return caustics;
}

@ -1,101 +0,0 @@
material Water
{
allow_fixed_function false
pass
{
emissive 1.0 1.0 1.0
ambient 0 0 0
diffuse 0 0 0 1
specular 0 0 0 32
vertex_program water_vertex
fragment_program water_fragment
cull_hardware none
scene_blend alpha_blend
depth_write off
texture_unit reflectionMap
{
texture_alias WaterReflection
tex_address_mode clamp
}
texture_unit refractionMap
{
direct_texture WaterRefraction
tex_address_mode clamp
}
texture_unit depthMap
{
texture_alias SceneDepth
tex_address_mode clamp
}
texture_unit normalMap
{
texture water_nm.png
}
texture_unit rippleNormalMap
{
direct_texture RippleNormal
tex_address_mode border
tex_border_colour 0.5 0.5 1.0
}
// for simple_water
texture_unit animatedTexture
{
create_in_ffp true
scale 0.1 0.1
alpha_op_ex source1 src_manual src_current 0.7
}
texture_unit shadowMap0
{
content_type shadow
tex_address_mode clamp
filtering none
}
texture_unit shadowMap1
{
content_type shadow
tex_address_mode clamp
filtering none
}
texture_unit shadowMap2
{
content_type shadow
tex_address_mode clamp
filtering none
}
}
}
material openmw/Ripple
{
// this will be overridden by Water_RippleFrameCount fallback setting
anim_texture2 textures\water\ripple.dds 4 0.25
pass
{
scene_blend alpha_blend
depth_write off
cull_hardware none
diffuse vertexcolour
emissive 1 1 1
ambient 0 0 0
texture_unit diffuseMap
{
create_in_ffp true
anim_texture2 $anim_texture2
// to make sure rotating doesn't cause the texture to repeat
tex_address_mode border
tex_border_colour 0 0 0 0
}
}
}

@ -1,354 +0,0 @@
#include "core.h"
#define SIMPLE_WATER @shGlobalSettingBool(simple_water)
#if SIMPLE_WATER
// --------------------------------------- SIMPLE WATER ---------------------------------------------------
#define FOG @shGlobalSettingBool(fog)
#ifdef SH_VERTEX_SHADER
SH_BEGIN_PROGRAM
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
shVertexInput(float2, uv0)
shOutput(float2, UV)
#if FOG
shOutput(float, depth)
#endif
SH_START_PROGRAM
{
shOutputPosition = shMatrixMult(wvp, shInputPosition);
UV = uv0;
#if FOG
depth = shOutputPosition.z;
#endif
}
#else
SH_BEGIN_PROGRAM
shSampler2D(animatedTexture)
shInput(float2, UV)
shInput(float, depth)
shUniform(float3, fogColor) @shAutoConstant(fogColor, fog_colour)
shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
SH_START_PROGRAM
{
shOutputColour(0).xyz = shSample(animatedTexture, UV * float2(15.0, 15.0)).xyz * float3(1.0, 1.0, 1.0);
shOutputColour(0).w = 0.7;
#if FOG
float fogValue = shSaturate((depth - fogParams.y) * fogParams.w);
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue);
#endif
}
#endif
#else
// Inspired by Blender GLSL Water by martinsh ( http://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html )
#define SHADOWS_PSSM @shGlobalSettingBool(shadows_pssm)
#define SHADOWS @shGlobalSettingBool(shadows)
#if SHADOWS || SHADOWS_PSSM
#include "shadows.h"
#endif
#define REFRACTION @shGlobalSettingBool(refraction)
#ifdef SH_VERTEX_SHADER
SH_BEGIN_PROGRAM
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
shOutput(float3, screenCoordsPassthrough)
shOutput(float4, position)
shOutput(float, depthPassthrough)
#if SHADOWS
shOutput(float4, lightSpacePos0)
shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
#endif
#if SHADOWS_PSSM
@shForeach(3)
shOutput(float4, lightSpacePos@shIterator)
shUniform(float4x4, texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
@shEndForeach
#endif
#if SHADOWS || SHADOWS_PSSM
shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
#endif
SH_START_PROGRAM
{
shOutputPosition = shMatrixMult(wvp, shInputPosition);
#if !SH_GLSL && !SH_GLSLES
float4x4 scalemat = float4x4( 0.5, 0.0, 0.0, 0.5,
0.0, -0.5, 0.0, 0.5,
0.0, 0.0, 0.5, 0.5,
0.0, 0.0, 0.0, 1.0 );
#else
mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0,
0.0, -0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0);
#endif
float4 texcoordProj = shMatrixMult(scalemat, shOutputPosition);
screenCoordsPassthrough = float3(texcoordProj.x, texcoordProj.y, texcoordProj.w);
position = shInputPosition;
depthPassthrough = shOutputPosition.z;
#if SHADOWS
lightSpacePos0 = shMatrixMult(texViewProjMatrix0, shMatrixMult(worldMatrix, shInputPosition));
#endif
#if SHADOWS_PSSM
float4 wPos = shMatrixMult(worldMatrix, shInputPosition);
@shForeach(3)
lightSpacePos@shIterator = shMatrixMult(texViewProjMatrix@shIterator, wPos);
@shEndForeach
#endif
}
#else
// tweakables ----------------------------------------------------
#define VISIBILITY 1500.0 // how far you can look through water
#define BIG_WAVES_X 0.1 // strength of big waves
#define BIG_WAVES_Y 0.1
#define MID_WAVES_X 0.1 // strength of middle sized waves
#define MID_WAVES_Y 0.1
#define SMALL_WAVES_X 0.1 // strength of small waves
#define SMALL_WAVES_Y 0.1
#define WAVE_CHOPPYNESS 0.05 // wave choppyness
#define WAVE_SCALE 75.0 // overall wave scale
#define BUMP 0.5 // overall water surface bumpiness
#define REFL_BUMP 0.15 // reflection distortion amount
#define REFR_BUMP 0.06 // refraction distortion amount
#define SCATTER_AMOUNT 0.3 // amount of sunlight scattering
#define SCATTER_COLOUR float3(0.0,1.0,0.95) // colour of sunlight scattering
#define SUN_EXT float3(0.45, 0.55, 0.68) //sunlight extinction
#define SPEC_HARDNESS 256.0 // specular highlights hardness
// ---------------------------------------------------------------
float fresnel_dielectric(float3 Incoming, float3 Normal, float eta)
{
/* compute fresnel reflectance without explicitly computing
the refracted direction */
float c = abs(dot(Incoming, Normal));
float g = eta * eta - 1.0 + c * c;
float result;
if(g > 0.0) {
g = sqrt(g);
float A =(g - c)/(g + c);
float B =(c *(g + c)- 1.0)/(c *(g - c)+ 1.0);
result = 0.5 * A * A *(1.0 + B * B);
}
else
result = 1.0; /* TIR (no refracted component) */
return result;
}
SH_BEGIN_PROGRAM
shInput(float3, screenCoordsPassthrough)
shInput(float4, position)
shInput(float, depthPassthrough)
shUniform(float, far) @shAutoConstant(far, far_clip_distance)
shSampler2D(reflectionMap)
#if REFRACTION
shSampler2D(refractionMap)
#endif
shSampler2D(depthMap)
shSampler2D(normalMap)
shUniform(float4x4, wMat) @shAutoConstant(wMat, world_matrix)
shUniform(float3, windDir_windSpeed) @shSharedParameter(windDir_windSpeed)
#define WIND_SPEED windDir_windSpeed.z
#define WIND_DIR windDir_windSpeed.xy
shUniform(float, waterTimer) @shSharedParameter(waterTimer)
shUniform(float2, waterSunFade_sunHeight) @shSharedParameter(waterSunFade_sunHeight)
shUniform(float4, sunPosition) @shAutoConstant(sunPosition, light_position, 0)
shUniform(float4, sunSpecular) @shAutoConstant(sunSpecular, light_specular_colour, 0)
shUniform(float, renderTargetFlipping) @shAutoConstant(renderTargetFlipping, render_target_flipping)
shUniform(float3, fogColor) @shAutoConstant(fogColor, fog_colour)
shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
shUniform(float4, cameraPos) @shAutoConstant(cameraPos, camera_position_object_space)
#if SHADOWS
shInput(float4, lightSpacePos0)
shSampler2D(shadowMap0)
shUniform(float2, invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, 1)
#endif
#if SHADOWS_PSSM
@shForeach(3)
shInput(float4, lightSpacePos@shIterator)
shSampler2D(shadowMap@shIterator)
shUniform(float2, invShadowmapSize@shIterator) @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(1))
@shEndForeach
shUniform(float3, pssmSplitPoints) @shSharedParameter(pssmSplitPoints)
#endif
#if SHADOWS || SHADOWS_PSSM
shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
#endif
SH_START_PROGRAM
{
float3 worldPos = shMatrixMult (wMat, position).xyz;
float2 UV = worldPos.xy / (8192.0*5.0) * 3.0;
UV.y *= -1.0;
#if SHADOWS
float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
#endif
#if SHADOWS_PSSM
float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depthPassthrough, pssmSplitPoints);
#endif
#if SHADOWS || SHADOWS_PSSM
float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
float fade = 1.0-((depthPassthrough - shadowFar_fadeStart.y) / fadeRange);
shadow = (depthPassthrough > shadowFar_fadeStart.x) ? 1.0 : ((depthPassthrough > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow);
#endif
#if !SHADOWS && !SHADOWS_PSSM
float shadow = 1.0;
#endif
float2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z;
screenCoords.y = (1.0-shSaturate(renderTargetFlipping))+renderTargetFlipping*screenCoords.y;
float2 nCoord = float2(0.0,0.0);
nCoord = UV * (WAVE_SCALE * 0.05) + WIND_DIR * waterTimer * (WIND_SPEED*0.04);
float3 normal0 = 2.0 * shSample(normalMap, nCoord + float2(-waterTimer*0.015,-waterTimer*0.005)).rgb - 1.0;
nCoord = UV * (WAVE_SCALE * 0.1) + WIND_DIR * waterTimer * (WIND_SPEED*0.08)-(normal0.xy/normal0.zz)*WAVE_CHOPPYNESS;
float3 normal1 = 2.0 * shSample(normalMap, nCoord + float2(+waterTimer*0.020,+waterTimer*0.015)).rgb - 1.0;
nCoord = UV * (WAVE_SCALE * 0.25) + WIND_DIR * waterTimer * (WIND_SPEED*0.07)-(normal1.xy/normal1.zz)*WAVE_CHOPPYNESS;
float3 normal2 = 2.0 * shSample(normalMap, nCoord + float2(-waterTimer*0.04,-waterTimer*0.03)).rgb - 1.0;
nCoord = UV * (WAVE_SCALE * 0.5) + WIND_DIR * waterTimer * (WIND_SPEED*0.09)-(normal2.xy/normal2.z)*WAVE_CHOPPYNESS;
float3 normal3 = 2.0 * shSample(normalMap, nCoord + float2(+waterTimer*0.03,+waterTimer*0.04)).rgb - 1.0;
nCoord = UV * (WAVE_SCALE* 1.0) + WIND_DIR * waterTimer * (WIND_SPEED*0.4)-(normal3.xy/normal3.zz)*WAVE_CHOPPYNESS;
float3 normal4 = 2.0 * shSample(normalMap, nCoord + float2(-waterTimer*0.02,+waterTimer*0.1)).rgb - 1.0;
nCoord = UV * (WAVE_SCALE * 2.0) + WIND_DIR * waterTimer * (WIND_SPEED*0.7)-(normal4.xy/normal4.zz)*WAVE_CHOPPYNESS;
float3 normal5 = 2.0 * shSample(normalMap, nCoord + float2(+waterTimer*0.1,-waterTimer*0.06)).rgb - 1.0;
float3 normal = (normal0 * BIG_WAVES_X + normal1 * BIG_WAVES_Y +
normal2 * MID_WAVES_X + normal3 * MID_WAVES_Y +
normal4 * SMALL_WAVES_X + normal5 * SMALL_WAVES_Y);
normal = normalize(float3(normal.x * BUMP, normal.y * BUMP, normal.z));
normal = float3(normal.x, normal.y, -normal.z);
// normal for sunlight scattering
float3 lNormal = (normal0 * BIG_WAVES_X*0.5 + normal1 * BIG_WAVES_Y*0.5 +
normal2 * MID_WAVES_X*0.2 + normal3 * MID_WAVES_Y*0.2 +
normal4 * SMALL_WAVES_X*0.1 + normal5 * SMALL_WAVES_Y*0.1).xyz;
lNormal = normalize(float3(lNormal.x * BUMP, lNormal.y * BUMP, lNormal.z));
lNormal = float3(lNormal.x, lNormal.y, -lNormal.z);
float3 lVec = normalize(sunPosition.xyz);
float3 vVec = normalize(position.xyz - cameraPos.xyz);
float isUnderwater = (cameraPos.z > 0.0) ? 0.0 : 1.0;
// sunlight scattering
float3 pNormal = float3(0,0,1);
float3 lR = reflect(lVec, lNormal);
float3 llR = reflect(lVec, pNormal);
float s = shSaturate(dot(lR, vVec)*2.0-1.2);
float lightScatter = shadow * shSaturate(dot(-lVec,lNormal)*0.7+0.3) * s * SCATTER_AMOUNT * waterSunFade_sunHeight.x * shSaturate(1.0-exp(-waterSunFade_sunHeight.y));
float3 scatterColour = shLerp(float3(SCATTER_COLOUR)*float3(1.0,0.4,0.0), SCATTER_COLOUR, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT)));
// fresnel
float ior = (cameraPos.z>0.0)?(1.333/1.0):(1.0/1.333); //air to water; water to air
float fresnel = fresnel_dielectric(-vVec, normal, ior);
fresnel = shSaturate(fresnel);
// reflection
float3 reflection = shSample(reflectionMap, screenCoords+(normal.xy*REFL_BUMP)).rgb;
// refraction
float3 R = reflect(vVec, normal);
#if REFRACTION
float3 refraction = shSample(refractionMap, (screenCoords-(normal.xy*REFR_BUMP))*1.0).rgb;
// brighten up the refraction underwater
refraction = (cameraPos.z < 0.0) ? shSaturate(refraction * 1.5) : refraction;
#endif
// specular
float specular = pow(max(dot(R, lVec), 0.0),SPEC_HARDNESS) * shadow;
#if REFRACTION
shOutputColour(0).xyz = shLerp( shLerp(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * sunSpecular.xyz;
#else
shOutputColour(0).xyz = shLerp(reflection, float3(0.090195, 0.115685, 0.12745), (1.0-fresnel)*0.5) + specular * sunSpecular.xyz;
#endif
// fog
float fogValue = shSaturate((depthPassthrough - fogParams.y) * fogParams.w);
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue);
#if REFRACTION
shOutputColour(0).w = 1.0;
#else
shOutputColour(0).w = shSaturate(fresnel*2.0 + specular);
#endif
}
#endif
#endif

@ -1,15 +0,0 @@
shader_set water_vertex
{
source water.shader
type vertex
profiles_cg vs_2_0 vp40 arbvp1
profiles_hlsl vs_3_0 vs_2_0
}
shader_set water_fragment
{
source water.shader
type fragment
profiles_cg ps_2_x ps_2_0 ps fp40 arbfp1
profiles_hlsl ps_3_0 ps_2_0
}

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