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openmw-tes3mp/files/shaders/terrain_vertex.glsl

43 lines
916 B
GLSL

#version 120
varying vec2 uv;
varying float depth;
#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
#if !PER_PIXEL_LIGHTING
centroid varying vec4 lighting;
centroid varying vec3 shadowDiffuseLighting;
#else
centroid varying vec4 passColor;
#endif
varying vec3 passViewPos;
varying vec3 passNormal;
#include "shadows_vertex.glsl"
#include "lighting.glsl"
void main(void)
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
depth = gl_Position.z;
vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex);
gl_ClipVertex = viewPos;
vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz);
#if !PER_PIXEL_LIGHTING
lighting = doLighting(viewPos.xyz, viewNormal, gl_Color, shadowDiffuseLighting);
#else
passColor = gl_Color;
#endif
passNormal = gl_Normal.xyz;
passViewPos = viewPos.xyz;
uv = gl_MultiTexCoord0.xy;
setupShadowCoords(viewPos, viewNormal);
}