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openmw-tes3mp/files/shaders/nv_default_fragment.glsl

105 lines
2.7 KiB
GLSL

#version 120
#if @useUBO
#extension GL_ARB_uniform_buffer_object : require
#endif
#if @useGPUShader4
#extension GL_EXT_gpu_shader4: require
#endif
#if @diffuseMap
uniform sampler2D diffuseMap;
varying vec2 diffuseMapUV;
#endif
#if @emissiveMap
uniform sampler2D emissiveMap;
varying vec2 emissiveMapUV;
#endif
#if @normalMap
uniform sampler2D normalMap;
varying vec2 normalMapUV;
varying vec4 passTangent;
#endif
uniform bool noAlpha;
varying float euclideanDepth;
varying float linearDepth;
#define PER_PIXEL_LIGHTING 1
varying vec3 passViewPos;
varying vec3 passNormal;
#include "vertexcolors.glsl"
#include "shadows_fragment.glsl"
#include "lighting.glsl"
#include "alpha.glsl"
uniform float emissiveMult;
void main()
{
#if @diffuseMap
gl_FragData[0] = texture2D(diffuseMap, diffuseMapUV);
gl_FragData[0].a *= coveragePreservingAlphaScale(diffuseMap, adjustedDiffuseUV);
#else
gl_FragData[0] = vec4(1.0);
#endif
vec4 diffuseColor = getDiffuseColor();
gl_FragData[0].a *= diffuseColor.a;
alphaTest();
#if @normalMap
vec4 normalTex = texture2D(normalMap, normalMapUV);
vec3 normalizedNormal = normalize(passNormal);
vec3 normalizedTangent = normalize(passTangent.xyz);
vec3 binormal = cross(normalizedTangent, normalizedNormal) * passTangent.w;
mat3 tbnTranspose = mat3(normalizedTangent, binormal, normalizedNormal);
vec3 viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
#else
vec3 viewNormal = gl_NormalMatrix * normalize(passNormal);
#endif
float shadowing = unshadowedLightRatio(linearDepth);
vec3 diffuseLight, ambientLight;
doLighting(passViewPos, normalize(viewNormal), shadowing, diffuseLight, ambientLight);
vec3 emission = getEmissionColor().xyz * emissiveMult;
#if @emissiveMap
emission *= texture2D(emissiveMap, emissiveMapUV).xyz;
#endif
vec3 lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + emission;
clampLightingResult(lighting);
gl_FragData[0].xyz *= lighting;
float shininess = gl_FrontMaterial.shininess;
vec3 matSpec = getSpecularColor().xyz;
#if @normalMap
matSpec *= normalTex.a;
#endif
if (matSpec != vec3(0.0))
gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec) * shadowing;
#if @radialFog
float fogValue = clamp((euclideanDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
#else
float fogValue = clamp((linearDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
#endif
gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
#if @translucentFramebuffer
if (noAlpha)
gl_FragData[0].a = 1.0;
#endif
applyShadowDebugOverlay();
}