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openmw-tes3mp/files/shaders/objects_vertex.glsl

103 lines
2.1 KiB
GLSL

#version 120
#if @diffuseMap
varying vec2 diffuseMapUV;
#endif
#if @darkMap
varying vec2 darkMapUV;
#endif
#if @detailMap
varying vec2 detailMapUV;
#endif
#if @decalMap
varying vec2 decalMapUV;
#endif
#if @emissiveMap
varying vec2 emissiveMapUV;
#endif
#if @normalMap
varying vec2 normalMapUV;
varying vec4 passTangent;
#endif
#if @envMap
varying vec2 envMapUV;
#endif
#if @specularMap
varying vec2 specularMapUV;
#endif
varying float depth;
#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
#if !PER_PIXEL_LIGHTING
varying vec4 lighting;
#else
varying vec4 passColor;
#endif
varying vec3 passViewPos;
varying vec3 passNormal;
#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 @envMap
vec3 viewVec = normalize(viewPos.xyz);
vec3 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) );
envMapUV = vec2(r.x/m + 0.5, r.y/m + 0.5);
#endif
#if @diffuseMap
diffuseMapUV = (gl_TextureMatrix[@diffuseMapUV] * gl_MultiTexCoord@diffuseMapUV).xy;
#endif
#if @darkMap
darkMapUV = (gl_TextureMatrix[@darkMapUV] * gl_MultiTexCoord@darkMapUV).xy;
#endif
#if @detailMap
detailMapUV = (gl_TextureMatrix[@detailMapUV] * gl_MultiTexCoord@detailMapUV).xy;
#endif
#if @decalMap
decalMapUV = (gl_TextureMatrix[@decalMapUV] * gl_MultiTexCoord@decalMapUV).xy;
#endif
#if @emissiveMap
emissiveMapUV = (gl_TextureMatrix[@emissiveMapUV] * gl_MultiTexCoord@emissiveMapUV).xy;
#endif
#if @normalMap
normalMapUV = (gl_TextureMatrix[@normalMapUV] * gl_MultiTexCoord@normalMapUV).xy;
passTangent = gl_MultiTexCoord7.xyzw;
#endif
#if @specularMap
specularMapUV = (gl_TextureMatrix[@specularMapUV] * gl_MultiTexCoord@specularMapUV).xy;
#endif
#if !PER_PIXEL_LIGHTING
lighting = doLighting(viewPos.xyz, viewNormal, gl_Color);
#else
passColor = gl_Color;
#endif
passViewPos = viewPos.xyz;
passNormal = gl_Normal.xyz;
}