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			27 lines
		
	
	
	
		
			901 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			27 lines
		
	
	
	
		
			901 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 120
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| 
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| varying vec2 diffuseMapUV;
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| 
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| varying float alphaPassthrough;
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| 
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| uniform int colorMode;
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| uniform bool useDiffuseMapForShadowAlpha = true;
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| uniform bool alphaTestShadows = true;
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| 
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| void main(void)
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| {
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|     gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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| 
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|     vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex);
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|     gl_ClipVertex = viewPos;
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| 
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|     if (useDiffuseMapForShadowAlpha)
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|         diffuseMapUV = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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|     else
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|         diffuseMapUV = vec2(0.0); // Avoid undefined behaviour if running on hardware predating the concept of dynamically uniform expressions
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|     if (colorMode == 2)
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|         alphaPassthrough = gl_Color.a;
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|     else
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|         // This is uniform, so if it's too low, we might be able to put the position/clip vertex outside the view frustum and skip the fragment shader and rasteriser
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|         alphaPassthrough = gl_FrontMaterial.diffuse.a;
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| }
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