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			448 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			448 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #include "core.h"
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| 
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| 
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| #define FOG @shGlobalSettingBool(fog)
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| 
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| #define SHADOWS_PSSM @shGlobalSettingBool(shadows_pssm)
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| #define SHADOWS @shGlobalSettingBool(shadows)
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| 
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| #if SHADOWS || SHADOWS_PSSM
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|     #include "shadows.h"
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| #endif
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| 
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| #if FOG || SHADOWS_PSSM
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| #define NEED_DEPTH
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| #endif
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| 
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| #define NORMAL_MAP @shPropertyHasValue(normalMap)
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| #define EMISSIVE_MAP @shPropertyHasValue(emissiveMap)
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| #define DETAIL_MAP @shPropertyHasValue(detailMap)
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| 
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| // right now we support 2 UV sets max. implementing them is tedious, and we're probably not going to need more
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| #define SECOND_UV_SET (@shPropertyString(emissiveMapUVSet) || @shPropertyString(detailMapUVSet))
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| 
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| // if normal mapping is enabled, we force pixel lighting
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| #define VERTEX_LIGHTING (!@shPropertyHasValue(normalMap))
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| 
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| #define UNDERWATER @shGlobalSettingBool(render_refraction)
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| 
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| #define VERTEXCOLOR_MODE @shPropertyString(vertexcolor_mode)
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| 
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| #define VIEWPROJ_FIX @shGlobalSettingBool(viewproj_fix)
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| 
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| #ifdef SH_VERTEX_SHADER
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| 
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|     // ------------------------------------- VERTEX ---------------------------------------
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| 
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|     SH_BEGIN_PROGRAM
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|         shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
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| 
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|         shUniform(float4x4, textureMatrix0) @shAutoConstant(textureMatrix0, texture_matrix, 0)
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| 
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| #if (VIEWPROJ_FIX) || (SHADOWS)
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|     shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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| #endif
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| 
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| #if VIEWPROJ_FIX
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|         shUniform(float4, vpRow2Fix) @shSharedParameter(vpRow2Fix, vpRow2Fix)
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|         shUniform(float4x4, vpMatrix) @shAutoConstant(vpMatrix, viewproj_matrix)
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| #endif
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| 
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|         shVertexInput(float2, uv0)
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| #if SECOND_UV_SET
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|         shVertexInput(float2, uv1)
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| #endif
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|         shOutput(float4, UV)
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| 
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|         shNormalInput(float4)
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| 
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| #if NORMAL_MAP
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|         shTangentInput(float4)
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|         shOutput(float3, tangentPassthrough)
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| #endif
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| 
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| #if !VERTEX_LIGHTING
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|         shOutput(float3, normalPassthrough)
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| #endif
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| 
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| #ifdef NEED_DEPTH
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|         shOutput(float, depthPassthrough)
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| #endif
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| 
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|         shOutput(float3, objSpacePositionPassthrough)
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| 
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| #if VERTEXCOLOR_MODE != 0
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|         shColourInput(float4)
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| #endif
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| 
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| #if VERTEXCOLOR_MODE != 0 && !VERTEX_LIGHTING
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|         shOutput(float4, colourPassthrough)
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| #endif
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| 
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| #if VERTEX_LIGHTING
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|     shUniform(float, lightCount) @shAutoConstant(lightCount, light_count)
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|     shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_view_space_array, @shGlobalSettingString(num_lights))
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|     shUniform(float4, lightDiffuse[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightDiffuse, light_diffuse_colour_array, @shGlobalSettingString(num_lights))
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|     shUniform(float4, lightAttenuation[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightAttenuation, light_attenuation_array, @shGlobalSettingString(num_lights))
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|     shUniform(float4, lightAmbient)                    @shAutoConstant(lightAmbient, ambient_light_colour)
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|     shUniform(float4x4, worldView) @shAutoConstant(worldView, worldview_matrix)
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| #if VERTEXCOLOR_MODE != 2
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|     shUniform(float4, materialAmbient)                    @shAutoConstant(materialAmbient, surface_ambient_colour)
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| #endif
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| #if VERTEXCOLOR_MODE != 2
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|     shUniform(float4, materialDiffuse)                    @shAutoConstant(materialDiffuse, surface_diffuse_colour)
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| #endif
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| #if VERTEXCOLOR_MODE != 1
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|     shUniform(float4, materialEmissive)                   @shAutoConstant(materialEmissive, surface_emissive_colour)
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| #endif
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| 
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| #endif
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| 
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| #if SHADOWS
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|         shOutput(float4, lightSpacePos0)
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|         shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
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| #endif
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| 
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| #if SHADOWS_PSSM
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|     @shForeach(3)
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|         shOutput(float4, lightSpacePos@shIterator)
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|         shUniform(float4x4, texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
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|     @shEndForeach
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| #if !VIEWPROJ_FIX
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|     shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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| #endif
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| #endif
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| 
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| #if VERTEX_LIGHTING
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|     shOutput(float4, lightResult)
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|     shOutput(float3, directionalResult)
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| #endif
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|     SH_START_PROGRAM
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|     {
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| 	    shOutputPosition = shMatrixMult(wvp, shInputPosition);
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| 
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|         UV.xy = shMatrixMult (textureMatrix0, float4(uv0,0,1)).xy;
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| #if SECOND_UV_SET
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|         UV.zw = uv1;
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| #endif
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| 
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| #if NORMAL_MAP
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|         tangentPassthrough = tangent.xyz;
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| #endif
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| #if !VERTEX_LIGHTING
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|         normalPassthrough = normal.xyz;
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| #endif
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| #if VERTEXCOLOR_MODE != 0 && !VERTEX_LIGHTING
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|         colourPassthrough = colour;
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| #endif
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| 
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| #ifdef NEED_DEPTH
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| 
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| 
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| #if VIEWPROJ_FIX
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|         float4x4 vpFixed = vpMatrix;
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| #if !SH_GLSL
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|         vpFixed[2] = vpRow2Fix;
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| #else
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|         vpFixed[0][2] = vpRow2Fix.x;
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|         vpFixed[1][2] = vpRow2Fix.y;
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|         vpFixed[2][2] = vpRow2Fix.z;
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|         vpFixed[3][2] = vpRow2Fix.w;
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| #endif
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| 
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|         float4x4 fixedWVP = shMatrixMult(vpFixed, worldMatrix);
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| 
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|         depthPassthrough = shMatrixMult(fixedWVP, shInputPosition).z;
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| #else
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|         depthPassthrough = shOutputPosition.z;
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| #endif
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| 
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| #endif
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| 
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|         objSpacePositionPassthrough = shInputPosition.xyz;
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| 
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| #if SHADOWS
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|         lightSpacePos0 = shMatrixMult(texViewProjMatrix0, shMatrixMult(worldMatrix, shInputPosition));
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| #endif
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| #if SHADOWS_PSSM
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|         float4 wPos = shMatrixMult(worldMatrix, shInputPosition);
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|     @shForeach(3)
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|         lightSpacePos@shIterator = shMatrixMult(texViewProjMatrix@shIterator, wPos);
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|     @shEndForeach
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| #endif
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| 
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| 
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| #if VERTEX_LIGHTING
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|         float3 viewPos = shMatrixMult(worldView, shInputPosition).xyz;
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|         float3 viewNormal = normalize(shMatrixMult(worldView, float4(normal.xyz, 0)).xyz);
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| 
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|         float3 lightDir;
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|         float d;
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|         lightResult = float4(0,0,0,1);
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|         @shForeach(@shGlobalSettingString(num_lights))
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|             lightDir = lightPosition[@shIterator].xyz - (viewPos * lightPosition[@shIterator].w);
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|             d = length(lightDir);
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|             lightDir = normalize(lightDir);
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| 
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| 
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| #if VERTEXCOLOR_MODE == 2
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|             lightResult.xyz += colour.xyz * lightDiffuse[@shIterator].xyz
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|                     * shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
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|                     * max(dot(viewNormal.xyz, lightDir), 0);
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| #else
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|             lightResult.xyz += materialDiffuse.xyz * lightDiffuse[@shIterator].xyz
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|                     * shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
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|                     * max(dot(viewNormal.xyz, lightDir), 0);
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| #endif
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| 
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| #if @shIterator == 0
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|             directionalResult = lightResult.xyz;
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| #endif
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| 
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|         @shEndForeach
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| 
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| 
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| #if VERTEXCOLOR_MODE == 2
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|         lightResult.xyz += lightAmbient.xyz * colour.xyz + materialEmissive.xyz;
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|         lightResult.a *= colour.a;
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| #endif
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| #if VERTEXCOLOR_MODE == 1
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|         lightResult.xyz += lightAmbient.xyz * materialAmbient.xyz + colour.xyz;
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| #endif
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| #if VERTEXCOLOR_MODE == 0
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|         lightResult.xyz += lightAmbient.xyz * materialAmbient.xyz + materialEmissive.xyz;
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| #endif
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| 
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| #if VERTEXCOLOR_MODE != 2
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|         lightResult.a *= materialDiffuse.a;
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| #endif
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| 
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| #endif
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|     }
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| 
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| #else
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| 
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|     // ----------------------------------- FRAGMENT ------------------------------------------
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| 
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| #if UNDERWATER
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|     #include "underwater.h"
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| #endif
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| 
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|     SH_BEGIN_PROGRAM
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|         shSampler2D(diffuseMap)
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| 
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| #if NORMAL_MAP
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|         shSampler2D(normalMap)
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| #endif
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| 
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| #if EMISSIVE_MAP
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|         shSampler2D(emissiveMap)
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| #endif
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| 
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| #if DETAIL_MAP
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|         shSampler2D(detailMap)
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| #endif
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| 
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|         shInput(float4, UV)
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| 
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| #if NORMAL_MAP
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|         shInput(float3, tangentPassthrough)
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| #endif
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| #if !VERTEX_LIGHTING
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|         shInput(float3, normalPassthrough)
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| #endif
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| 
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| #ifdef NEED_DEPTH
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|         shInput(float, depthPassthrough)
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| #endif
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| 
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|         shInput(float3, objSpacePositionPassthrough)
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| 
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| #if VERTEXCOLOR_MODE != 0 && !VERTEX_LIGHTING
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|         shInput(float4, colourPassthrough)
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| #endif
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| 
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| #if FOG
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|         shUniform(float3, fogColour) @shAutoConstant(fogColour, fog_colour)
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|         shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
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| #endif
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| 
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| #if SHADOWS
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|         shInput(float4, lightSpacePos0)
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|         shSampler2D(shadowMap0)
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|         shUniform(float2, invShadowmapSize0)   @shAutoConstant(invShadowmapSize0, inverse_texture_size, 1)
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| #endif
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| #if SHADOWS_PSSM
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|     @shForeach(3)
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|         shInput(float4, lightSpacePos@shIterator)
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|         shSampler2D(shadowMap@shIterator)
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|         shUniform(float2, invShadowmapSize@shIterator)  @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(1))
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|     @shEndForeach
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|     shUniform(float3, pssmSplitPoints)  @shSharedParameter(pssmSplitPoints)
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| #endif
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| 
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| #if SHADOWS || SHADOWS_PSSM
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|         shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
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| #endif
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| 
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| #if (UNDERWATER) || (FOG)
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|         shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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|         shUniform(float4, cameraPos) @shAutoConstant(cameraPos, camera_position)
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| #endif
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| 
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| #if UNDERWATER
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|         shUniform(float, waterLevel) @shSharedParameter(waterLevel)
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|         shUniform(float, waterEnabled) @shSharedParameter(waterEnabled)
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| #endif
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| 
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| #if VERTEX_LIGHTING
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|     shInput(float4, lightResult)
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|     shInput(float3, directionalResult)
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| #else
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|     shUniform(float, lightCount) @shAutoConstant(lightCount, light_count)
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|     shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_view_space_array, @shGlobalSettingString(num_lights))
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|     shUniform(float4, lightDiffuse[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightDiffuse, light_diffuse_colour_array, @shGlobalSettingString(num_lights))
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|     shUniform(float4, lightAttenuation[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightAttenuation, light_attenuation_array, @shGlobalSettingString(num_lights))
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|     shUniform(float4, lightAmbient)                    @shAutoConstant(lightAmbient, ambient_light_colour)
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|     shUniform(float4x4, worldView) @shAutoConstant(worldView, worldview_matrix)
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|     #if VERTEXCOLOR_MODE != 2
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|     shUniform(float4, materialAmbient)                    @shAutoConstant(materialAmbient, surface_ambient_colour)
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|     #endif
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|     #if VERTEXCOLOR_MODE != 2
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|     shUniform(float4, materialDiffuse)                    @shAutoConstant(materialDiffuse, surface_diffuse_colour)
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|     #endif
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|     #if VERTEXCOLOR_MODE != 1
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|     shUniform(float4, materialEmissive)                   @shAutoConstant(materialEmissive, surface_emissive_colour)
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|     #endif
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| #endif
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| 
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|     SH_START_PROGRAM
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|     {
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|         shOutputColour(0) = shSample(diffuseMap, UV.xy);
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| 
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| #if DETAIL_MAP
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| #if @shPropertyString(detailMapUVSet)
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|         shOutputColour(0) *= shSample(detailMap, UV.zw)*2;
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| #else
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|         shOutputColour(0) *= shSample(detailMap, UV.xy)*2;
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| #endif
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| #endif
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| 
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| #if NORMAL_MAP
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|         float3 normal = normalPassthrough;
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|         float3 binormal = cross(tangentPassthrough.xyz, normal.xyz);
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|         float3x3 tbn = float3x3(tangentPassthrough.xyz, binormal, normal.xyz);
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| 
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|         #if SH_GLSL
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|             tbn = transpose(tbn);
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|         #endif
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| 
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|         float3 TSnormal = shSample(normalMap, UV.xy).xyz * 2 - 1;
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| 
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|         normal = normalize (shMatrixMult( transpose(tbn), TSnormal ));
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| #endif
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| 
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| #if !VERTEX_LIGHTING
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|         float3 viewPos = shMatrixMult(worldView, float4(objSpacePositionPassthrough,1)).xyz;
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|         float3 viewNormal = normalize(shMatrixMult(worldView, float4(normal.xyz, 0)).xyz);
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| 
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|         float3 lightDir;
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|         float d;
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|         float4 lightResult = float4(0,0,0,1);
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|         @shForeach(@shGlobalSettingString(num_lights))
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|             lightDir = lightPosition[@shIterator].xyz - (viewPos * lightPosition[@shIterator].w);
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|             d = length(lightDir);
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|             lightDir = normalize(lightDir);
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| 
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| #if VERTEXCOLOR_MODE == 2
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|             lightResult.xyz += colourPassthrough.xyz * lightDiffuse[@shIterator].xyz
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|                     * shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
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|                     * max(dot(viewNormal.xyz, lightDir), 0);
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| #else
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|             lightResult.xyz += materialDiffuse.xyz * lightDiffuse[@shIterator].xyz
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|                     * shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
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|                     * max(dot(viewNormal.xyz, lightDir), 0);
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| #endif
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| 
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| #if @shIterator == 0
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|             float3 directionalResult = lightResult.xyz;
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| #endif
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| 
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|         @shEndForeach
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| 
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| 
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| #if VERTEXCOLOR_MODE == 2
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|         lightResult.xyz += lightAmbient.xyz * colourPassthrough.xyz + materialEmissive.xyz;
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|         lightResult.a *= colourPassthrough.a;
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| #endif
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| #if VERTEXCOLOR_MODE == 1
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|         lightResult.xyz += lightAmbient.xyz * materialAmbient.xyz + colourPassthrough.xyz;
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| #endif
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| #if VERTEXCOLOR_MODE == 0
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|         lightResult.xyz += lightAmbient.xyz * materialAmbient.xyz + materialEmissive.xyz;
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| #endif
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| 
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| #if VERTEXCOLOR_MODE != 2
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|         lightResult.a *= materialDiffuse.a;
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| #endif
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| #endif
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| 
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|             // shadows only for the first (directional) light
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| #if SHADOWS
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|             float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
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| #endif
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| #if SHADOWS_PSSM
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|             float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depthPassthrough, pssmSplitPoints);
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| #endif
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| 
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| #if SHADOWS || SHADOWS_PSSM
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|             float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
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|             float fade = 1-((depthPassthrough - shadowFar_fadeStart.y) / fadeRange);
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|             shadow = (depthPassthrough > shadowFar_fadeStart.x) ? 1.0 : ((depthPassthrough > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow);
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| #endif
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| 
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| #if !SHADOWS && !SHADOWS_PSSM
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|             float shadow = 1.0;
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| #endif
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| 
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| 
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| 
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| #if (UNDERWATER) || (FOG)
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|     float3 worldPos = shMatrixMult(worldMatrix, float4(objSpacePositionPassthrough,1)).xyz;
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| #endif
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| 
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| #if UNDERWATER
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|     float3 waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,0,1), waterLevel);
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| #endif
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| 
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| #if SHADOWS
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|         shOutputColour(0) *= (lightResult - float4(directionalResult * (1.0-shadow),0));
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| #else
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|         shOutputColour(0) *= lightResult;
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| #endif
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| 
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| #if FOG
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|         float fogValue = shSaturate((depthPassthrough - fogParams.y) * fogParams.w);
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| 
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| 
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| #if UNDERWATER
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|         shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, UNDERWATER_COLOUR, shSaturate(length(waterEyePos-worldPos) / VISIBILITY));
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| #else
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|         shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColour, fogValue);
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| #endif
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| 
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| #endif
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| 
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| #if EMISSIVE_MAP
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|         #if @shPropertyString(emissiveMapUVSet)
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|         shOutputColour(0).xyz += shSample(emissiveMap, UV.zw).xyz;
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|         #else
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|         shOutputColour(0).xyz += shSample(emissiveMap, UV.xy).xyz;
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|         #endif
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| #endif
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| 
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|         // prevent negative colour output (for example with negative lights)
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|         shOutputColour(0).xyz = max(shOutputColour(0).xyz, float3(0,0,0));
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|     }
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| 
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| #endif
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