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openmw-tes3mp/files/materials/moon.shader

54 lines
1.7 KiB
GLSL

#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
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 tex = shSample(diffuseMap, UV);
shOutputColour(0) = float4(materialEmissive.xyz, 1) * tex;
shOutputColour(0).a = shSample(alphaMap, UV).a * materialDiffuse.a;
shOutputColour(0).rgb += (1.0-tex.a) * shOutputColour(0).a * atmosphereColour.rgb; //fill dark side of moon with atmosphereColour
shOutputColour(0).rgb += (1.0-materialDiffuse.a) * atmosphereColour.rgb; //fade bump
}
#endif