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			183 lines
		
	
	
	
		
			5.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			183 lines
		
	
	
	
		
			5.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 120
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| 
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| #if @useUBO
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|     #extension GL_ARB_uniform_buffer_object : require
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| #endif
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| 
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| #if @useGPUShader4
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|     #extension GL_EXT_gpu_shader4: require
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| #endif
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| 
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| #include "lib/core/vertex.h.glsl"
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| 
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| #define GROUNDCOVER
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| 
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| attribute vec4 aOffset;
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| attribute vec3 aRotation;
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| 
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| #if @diffuseMap
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| varying vec2 diffuseMapUV;
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| #endif
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| 
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| #if @normalMap
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| varying vec2 normalMapUV;
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| #endif
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| 
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| // Other shaders respect forcePPL, but legacy groundcover mods were designed to work with vertex lighting.
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| // They may do not look as intended with per-pixel lighting, so ignore this setting for now.
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| #define PER_PIXEL_LIGHTING @normalMap
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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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| #if PER_PIXEL_LIGHTING
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| varying vec3 passViewPos;
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| #else
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| centroid varying vec3 passLighting;
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| centroid varying vec3 shadowDiffuseLighting;
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| #endif
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| 
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| varying vec3 passNormal;
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| 
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| #include "shadows_vertex.glsl"
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| #include "compatibility/normals.glsl"
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| #include "lib/light/lighting.glsl"
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| #include "lib/view/depth.glsl"
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| 
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| uniform float osg_SimulationTime;
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| uniform mat4 osg_ViewMatrixInverse;
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| uniform mat4 osg_ViewMatrix;
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| uniform float windSpeed;
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| uniform vec3 playerPos;
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| 
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| #if @groundcoverStompMode == 0
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| #else
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|     #define STOMP 1
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|     #if @groundcoverStompMode == 2
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|         #define STOMP_HEIGHT_SENSITIVE 1
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|     #endif
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|     #define STOMP_INTENSITY_LEVEL @groundcoverStompIntensity
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| #endif
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| 
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| vec2 groundcoverDisplacement(in vec3 worldpos, float h)
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| {
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|     vec2 windDirection = vec2(1.0);
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|     vec3 footPos = playerPos;
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|     vec3 windVec = vec3(windSpeed * windDirection, 1.0);
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| 
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|     float v = length(windVec);
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|     vec2 displace = vec2(2.0 * windVec + 0.1);
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|     vec2 harmonics = vec2(0.0);
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| 
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|     harmonics += vec2((1.0 - 0.10*v) * sin(1.0*osg_SimulationTime + worldpos.xy / 1100.0));
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|     harmonics += vec2((1.0 - 0.04*v) * cos(2.0*osg_SimulationTime + worldpos.xy / 750.0));
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|     harmonics += vec2((1.0 + 0.14*v) * sin(3.0*osg_SimulationTime + worldpos.xy / 500.0));
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|     harmonics += vec2((1.0 + 0.28*v) * sin(5.0*osg_SimulationTime + worldpos.xy / 200.0));
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| 
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|     vec2 stomp = vec2(0.0);
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| #if STOMP
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|     float d = length(worldpos.xy - footPos.xy);
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| #if STOMP_INTENSITY_LEVEL == 0
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|     // Gentle intensity
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|     const float STOMP_RANGE = 50.0; // maximum distance from player that grass is affected by stomping
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|     const float STOMP_DISTANCE = 20.0; // maximum distance stomping can move grass
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| #elif STOMP_INTENSITY_LEVEL == 1
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|     // Reduced intensity
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|     const float STOMP_RANGE = 80.0;
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|     const float STOMP_DISTANCE = 40.0;
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| #elif STOMP_INTENSITY_LEVEL == 2
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|     // MGE XE intensity
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|     const float STOMP_RANGE = 150.0;
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|     const float STOMP_DISTANCE = 60.0;
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| #endif
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|     if (d < STOMP_RANGE && d > 0.0)
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|         stomp = (STOMP_DISTANCE / d - STOMP_DISTANCE / STOMP_RANGE) * (worldpos.xy - footPos.xy);
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| 
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| #ifdef STOMP_HEIGHT_SENSITIVE
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|     stomp *= clamp((worldpos.z - footPos.z) / h, 0.0, 1.0);
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| #endif
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| #endif
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| 
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|     return clamp(0.02 * h, 0.0, 1.0) * (harmonics * displace + stomp);
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| }
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| 
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| mat4 rotation(in vec3 angle)
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| {
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|     float sin_x = sin(angle.x);
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|     float cos_x = cos(angle.x);
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|     float sin_y = sin(angle.y);
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|     float cos_y = cos(angle.y);
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|     float sin_z = sin(angle.z);
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|     float cos_z = cos(angle.z);
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| 
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|     return mat4(
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|         cos_z*cos_y+sin_x*sin_y*sin_z, -sin_z*cos_x, cos_z*sin_y+sin_z*sin_x*cos_y, 0.0,
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|         sin_z*cos_y+cos_z*sin_x*sin_y, cos_z*cos_x, sin_z*sin_y-cos_z*sin_x*cos_y, 0.0,
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|         -sin_y*cos_x, sin_x, cos_x*cos_y, 0.0,
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|         0.0, 0.0, 0.0, 1.0);
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| }
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| 
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| mat3 rotation3(in mat4 rot4)
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| {
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|     return mat3(
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|         rot4[0].xyz,
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|         rot4[1].xyz,
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|         rot4[2].xyz);
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| }
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| 
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| void main(void)
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| {
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|     vec3 position = aOffset.xyz;
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|     float scale = aOffset.w;
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| 
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|     mat4 rotation = rotation(aRotation);
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|     vec4 displacedVertex = rotation * scale * gl_Vertex;
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| 
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|     displacedVertex = vec4(displacedVertex.xyz + position, 1.0);
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| 
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|     vec4 worldPos = osg_ViewMatrixInverse * gl_ModelViewMatrix * displacedVertex;
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|     worldPos.xy += groundcoverDisplacement(worldPos.xyz, gl_Vertex.z);
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|     vec4 viewPos = osg_ViewMatrix * worldPos;
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| 
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|     gl_ClipVertex = viewPos;
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|     euclideanDepth = length(viewPos.xyz);
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| 
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|     if (length(gl_ModelViewMatrix * vec4(position, 1.0)) > @groundcoverFadeEnd)
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|         gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
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|     else
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|         gl_Position = viewToClip(viewPos);
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| 
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|     linearDepth = getLinearDepth(gl_Position.z, viewPos.z);
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| 
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|     passNormal = rotation3(rotation) * gl_Normal.xyz;
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|     normalToViewMatrix = gl_NormalMatrix;
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| #if @normalMap
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|     normalToViewMatrix *= generateTangentSpace(gl_MultiTexCoord7.xyzw * rotation, passNormal);
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| #endif
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| 
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| #if (!PER_PIXEL_LIGHTING || @shadows_enabled)
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|     vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
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| #endif
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| 
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| #if @diffuseMap
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|     diffuseMapUV = (gl_TextureMatrix[@diffuseMapUV] * gl_MultiTexCoord@diffuseMapUV).xy;
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| #endif
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| 
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| #if @normalMap
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|     normalMapUV = (gl_TextureMatrix[@normalMapUV] * gl_MultiTexCoord@normalMapUV).xy;
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| #endif
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| 
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| #if PER_PIXEL_LIGHTING
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|     passViewPos = viewPos.xyz;
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| #else
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|     vec3 diffuseLight, ambientLight, specularLight;
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|     vec3 unusedShadowSpecular;
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|     doLighting(viewPos.xyz, viewNormal, gl_FrontMaterial.shininess, diffuseLight, ambientLight, specularLight, shadowDiffuseLighting, unusedShadowSpecular);
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|     passLighting = diffuseLight + ambientLight;
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|     clampLightingResult(passLighting);
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| #endif
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| 
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| #if (@shadows_enabled)
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|     setupShadowCoords(viewPos, viewNormal);
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| #endif
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| }
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