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			112 lines
		
	
	
	
		
			3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			112 lines
		
	
	
	
		
			3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 120
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| #pragma import_defines(FORCE_OPAQUE)
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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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| #define PER_PIXEL_LIGHTING 1
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| 
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| #if @diffuseMap
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| uniform sampler2D diffuseMap;
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| varying vec2 diffuseMapUV;
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| #endif
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| 
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| #if @emissiveMap
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| uniform sampler2D emissiveMap;
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| varying vec2 emissiveMapUV;
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| #endif
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| 
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| #if @normalMap
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| uniform sampler2D normalMap;
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| varying vec2 normalMapUV;
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| varying vec4 passTangent;
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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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| varying vec3 passViewPos;
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| varying vec3 passNormal;
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| 
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| uniform vec2 screenRes;
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| uniform float far;
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| uniform float alphaRef;
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| uniform float emissiveMult;
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| uniform float specStrength;
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| uniform bool useTreeAnim;
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| 
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| #include "lib/light/lighting.glsl"
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| #include "lib/material/alpha.glsl"
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| 
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| #include "compatibility/vertexcolors.glsl"
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| #include "compatibility/shadows_fragment.glsl"
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| #include "compatibility/fog.glsl"
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| 
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| void main()
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| {
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|     vec3 normal = normalize(passNormal);
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| 
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| #if @diffuseMap
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|     gl_FragData[0] = texture2D(diffuseMap, diffuseMapUV);
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|     gl_FragData[0].a *= coveragePreservingAlphaScale(diffuseMap, diffuseMapUV);
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| #else
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|     gl_FragData[0] = vec4(1.0);
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| #endif
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| 
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|     vec4 diffuseColor = getDiffuseColor();
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|     if (!useTreeAnim)
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|         gl_FragData[0].a *= diffuseColor.a;
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|     gl_FragData[0].a = alphaTest(gl_FragData[0].a, alphaRef);
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| 
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| #if @normalMap
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|     vec4 normalTex = texture2D(normalMap, normalMapUV);
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| 
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|     vec3 normalizedNormal = normal;
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|     vec3 normalizedTangent = normalize(passTangent.xyz);
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|     vec3 binormal = cross(normalizedTangent, normalizedNormal) * passTangent.w;
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|     mat3 tbnTranspose = mat3(normalizedTangent, binormal, normalizedNormal);
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| 
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|     normal = normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
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| #endif
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|     vec3 viewNormal = normalize(gl_NormalMatrix * normal);
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| 
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|     float shadowing = unshadowedLightRatio(linearDepth);
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|     vec3 diffuseLight, ambientLight;
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|     doLighting(passViewPos, viewNormal, shadowing, diffuseLight, ambientLight);
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|     vec3 emission = getEmissionColor().xyz * emissiveMult;
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| #if @emissiveMap
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|     emission *= texture2D(emissiveMap, emissiveMapUV).xyz;
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| #endif
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|     vec3 lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + emission;
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| 
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|     clampLightingResult(lighting);
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| 
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|     gl_FragData[0].xyz *= lighting;
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| 
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|     float shininess = gl_FrontMaterial.shininess;
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|     vec3 matSpec = getSpecularColor().xyz * specStrength;
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| #if @normalMap
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|     matSpec *= normalTex.a;
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| #endif
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| 
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|     if (matSpec != vec3(0.0))
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|         gl_FragData[0].xyz += getSpecular(viewNormal, normalize(passViewPos.xyz), shininess, matSpec) * shadowing;
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| 
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|     gl_FragData[0] = applyFogAtDist(gl_FragData[0], euclideanDepth, linearDepth, far);
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| 
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| #if defined(FORCE_OPAQUE) && FORCE_OPAQUE
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|     // having testing & blending isn't enough - we need to write an opaque pixel to be opaque
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|     gl_FragData[0].a = 1.0;
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| #endif
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| 
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| #if !defined(FORCE_OPAQUE) && !@disableNormals
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|     gl_FragData[1].xyz = viewNormal * 0.5 + 0.5;
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| #endif
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| 
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|     applyShadowDebugOverlay();
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| }
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