mirror of
https://github.com/OpenMW/openmw.git
synced 2025-01-31 04:45:35 +00:00
4a96885323
Move tangent space generation to the vertex shaders Support diffuse parallax when no normal map is present Don't use diffuse parallax if there's no diffuse map Generalize normal-to-view conversion Rewrite parallax
105 lines
2.7 KiB
GLSL
105 lines
2.7 KiB
GLSL
#version 120
|
|
#pragma import_defines(FORCE_OPAQUE)
|
|
|
|
#if @useUBO
|
|
#extension GL_ARB_uniform_buffer_object : require
|
|
#endif
|
|
|
|
#if @useGPUShader4
|
|
#extension GL_EXT_gpu_shader4: require
|
|
#endif
|
|
|
|
#define PER_PIXEL_LIGHTING 1
|
|
|
|
#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;
|
|
#endif
|
|
|
|
varying float euclideanDepth;
|
|
varying float linearDepth;
|
|
|
|
varying vec3 passViewPos;
|
|
varying vec3 passNormal;
|
|
|
|
uniform vec2 screenRes;
|
|
uniform float far;
|
|
uniform float alphaRef;
|
|
uniform float emissiveMult;
|
|
uniform float specStrength;
|
|
uniform bool useTreeAnim;
|
|
|
|
#include "lib/light/lighting.glsl"
|
|
#include "lib/material/alpha.glsl"
|
|
|
|
#include "compatibility/vertexcolors.glsl"
|
|
#include "compatibility/shadows_fragment.glsl"
|
|
#include "compatibility/fog.glsl"
|
|
#include "compatibility/normals.glsl"
|
|
|
|
void main()
|
|
{
|
|
#if @diffuseMap
|
|
gl_FragData[0] = texture2D(diffuseMap, diffuseMapUV);
|
|
gl_FragData[0].a *= coveragePreservingAlphaScale(diffuseMap, diffuseMapUV);
|
|
#else
|
|
gl_FragData[0] = vec4(1.0);
|
|
#endif
|
|
|
|
vec4 diffuseColor = getDiffuseColor();
|
|
if (!useTreeAnim)
|
|
gl_FragData[0].a *= diffuseColor.a;
|
|
gl_FragData[0].a = alphaTest(gl_FragData[0].a, alphaRef);
|
|
|
|
#if @normalMap
|
|
vec4 normalTex = texture2D(normalMap, normalMapUV);
|
|
vec3 viewNormal = normalToView(normalTex.xyz * 2.0 - 1.0);
|
|
#else
|
|
vec3 viewNormal = normalToView(normalize(passNormal));
|
|
#endif
|
|
|
|
float shadowing = unshadowedLightRatio(linearDepth);
|
|
vec3 diffuseLight, ambientLight;
|
|
doLighting(passViewPos, 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 * specStrength;
|
|
#if @normalMap
|
|
matSpec *= normalTex.a;
|
|
#endif
|
|
|
|
if (matSpec != vec3(0.0))
|
|
gl_FragData[0].xyz += matSpec * getSpecular(viewNormal, passViewPos, shininess, shadowing);
|
|
|
|
gl_FragData[0] = applyFogAtDist(gl_FragData[0], euclideanDepth, linearDepth, far);
|
|
|
|
#if defined(FORCE_OPAQUE) && FORCE_OPAQUE
|
|
// having testing & blending isn't enough - we need to write an opaque pixel to be opaque
|
|
gl_FragData[0].a = 1.0;
|
|
#endif
|
|
|
|
#if !defined(FORCE_OPAQUE) && !@disableNormals
|
|
gl_FragData[1].xyz = viewNormal * 0.5 + 0.5;
|
|
#endif
|
|
|
|
applyShadowDebugOverlay();
|
|
}
|