mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-11-04 07:56:40 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			53 lines
		
	
	
	
		
			1.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			53 lines
		
	
	
	
		
			1.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#include "core.h"
 | 
						|
 | 
						|
#ifdef SH_VERTEX_SHADER
 | 
						|
 | 
						|
    SH_BEGIN_PROGRAM
 | 
						|
    shUniform(float4x4, world) @shAutoConstant(world, world_matrix)
 | 
						|
    shUniform(float4x4, view) @shAutoConstant(view, view_matrix)
 | 
						|
shUniform(float4x4, projection) @shAutoConstant(projection, projection_matrix)
 | 
						|
        shVertexInput(float2, uv0)
 | 
						|
        shOutput(float2, UV)
 | 
						|
 | 
						|
    SH_START_PROGRAM
 | 
						|
    {
 | 
						|
        float4x4 viewFixed = view;
 | 
						|
#if !SH_GLSL
 | 
						|
        viewFixed[0][3] = 0;
 | 
						|
        viewFixed[1][3] = 0;
 | 
						|
        viewFixed[2][3] = 0;
 | 
						|
#else
 | 
						|
        viewFixed[3][0] = 0;
 | 
						|
        viewFixed[3][1] = 0;
 | 
						|
        viewFixed[3][2] = 0;
 | 
						|
#endif
 | 
						|
        shOutputPosition = shMatrixMult(projection, shMatrixMult(viewFixed, shMatrixMult(world, shInputPosition)));
 | 
						|
        UV = uv0;
 | 
						|
    }
 | 
						|
 | 
						|
#else
 | 
						|
 | 
						|
    SH_BEGIN_PROGRAM
 | 
						|
		shSampler2D(diffuseMap)
 | 
						|
		shSampler2D(alphaMap)
 | 
						|
		shInput(float2, UV)
 | 
						|
        shUniform(float4, materialDiffuse)                    @shAutoConstant(materialDiffuse, surface_diffuse_colour)
 | 
						|
        shUniform(float4, materialEmissive)                   @shAutoConstant(materialEmissive, surface_emissive_colour)
 | 
						|
        
 | 
						|
        shUniform(float4, atmosphereColour)                   @shSharedParameter(atmosphereColour)
 | 
						|
 | 
						|
    SH_START_PROGRAM
 | 
						|
    {
 | 
						|
        
 | 
						|
        float4 tex = shSample(diffuseMap, UV);
 | 
						|
        
 | 
						|
        shOutputColour(0) = float4(materialEmissive.xyz, 1) * tex;
 | 
						|
        
 | 
						|
        shOutputColour(0).a = shSample(alphaMap, UV).a * materialDiffuse.a;
 | 
						|
        
 | 
						|
        shOutputColour(0).rgb += (1-tex.a) * shOutputColour(0).a * atmosphereColour.rgb; //fill dark side of moon with atmosphereColour
 | 
						|
        shOutputColour(0).rgb += (1-materialDiffuse.a) * atmosphereColour.rgb; //fade bump
 | 
						|
 | 
						|
    }
 | 
						|
 | 
						|
#endif
 |