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			113 lines
		
	
	
	
		
			3.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			113 lines
		
	
	
	
		
			3.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 120
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| 
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| varying vec2 uv;
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| 
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| uniform sampler2D diffuseMap;
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| 
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| #if @normalMap
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| uniform sampler2D normalMap;
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| #endif
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| 
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| #if @blendMap
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| uniform sampler2D blendMap;
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| #endif
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| 
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| varying float euclideanDepth;
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| varying float linearDepth;
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| 
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| #define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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| 
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| #if !PER_PIXEL_LIGHTING
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| centroid varying vec4 lighting;
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| centroid varying vec3 shadowDiffuseLighting;
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| #endif
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| centroid varying vec4 passColor;
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| varying vec3 passViewPos;
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| varying vec3 passNormal;
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| 
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| #include "shadows_fragment.glsl"
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| #include "lighting.glsl"
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| #include "parallax.glsl"
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| 
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| void main()
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| {
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|     vec2 adjustedUV = (gl_TextureMatrix[0] * vec4(uv, 0.0, 1.0)).xy;
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| 
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| #if @normalMap
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|     vec4 normalTex = texture2D(normalMap, adjustedUV);
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| 
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|     vec3 normalizedNormal = normalize(passNormal);
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|     vec3 tangent = vec3(1.0, 0.0, 0.0);
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|     vec3 binormal = normalize(cross(tangent, normalizedNormal));
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|     tangent = normalize(cross(normalizedNormal, binormal)); // note, now we need to re-cross to derive tangent again because it wasn't orthonormal
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|     mat3 tbnTranspose = mat3(tangent, binormal, normalizedNormal);
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| 
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|     vec3 viewNormal = normalize(gl_NormalMatrix * (tbnTranspose * (normalTex.xyz * 2.0 - 1.0)));
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| #endif
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| 
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| #if (!@normalMap && (@parallax || @forcePPL))
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|     vec3 viewNormal = gl_NormalMatrix * normalize(passNormal);
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| #endif
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| 
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| #if @parallax
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|     vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0,0,0,1)).xyz;
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|     vec3 objectPos = (gl_ModelViewMatrixInverse * vec4(passViewPos, 1)).xyz;
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|     vec3 eyeDir = normalize(cameraPos - objectPos);
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|     adjustedUV += getParallaxOffset(eyeDir, tbnTranspose, normalTex.a, 1.f);
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| 
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|     // update normal using new coordinates
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|     normalTex = texture2D(normalMap, adjustedUV);
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|     viewNormal = normalize(gl_NormalMatrix * (tbnTranspose * (normalTex.xyz * 2.0 - 1.0)));
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| #endif
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| 
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|     vec4 diffuseTex = texture2D(diffuseMap, adjustedUV);
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|     gl_FragData[0] = vec4(diffuseTex.xyz, 1.0);
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| 
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| #if @blendMap
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|     vec2 blendMapUV = (gl_TextureMatrix[1] * vec4(uv, 0.0, 1.0)).xy;
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|     gl_FragData[0].a *= texture2D(blendMap, blendMapUV).a;
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| #endif
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| 
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|     float shadowing = unshadowedLightRatio(linearDepth);
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| 
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| #if !PER_PIXEL_LIGHTING
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| 
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| #if @clamp
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|     gl_FragData[0] *= clamp(lighting + vec4(shadowDiffuseLighting * shadowing, 0), vec4(0.0), vec4(1.0));
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| #else
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|     gl_FragData[0] *= lighting + vec4(shadowDiffuseLighting * shadowing, 0);
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| #endif
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| 
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| #else
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|     gl_FragData[0] *= doLighting(passViewPos, normalize(viewNormal), passColor, shadowing);
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| #endif
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| 
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| #if @specularMap
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|     float shininess = 128.0; // TODO: make configurable
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|     vec3 matSpec = vec3(diffuseTex.a);
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| #else
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|     float shininess = gl_FrontMaterial.shininess;
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|     vec3 matSpec;
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|     if (colorMode == ColorMode_Specular)
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|         matSpec = passColor.xyz;
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|     else
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|         matSpec = gl_FrontMaterial.specular.xyz;
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| #endif
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| 
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|     if (matSpec != vec3(0.0))
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|     {
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| #if (!@normalMap && !@parallax && !@forcePPL)
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|         vec3 viewNormal = gl_NormalMatrix * normalize(passNormal);
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| #endif
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|         gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos), shininess, matSpec) * shadowing;
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|     }
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| 
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| #if @radialFog
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|     float fogValue = clamp((euclideanDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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| #else
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|     float fogValue = clamp((linearDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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| #endif
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|     gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
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| 
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|     applyShadowDebugOverlay();
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| }
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