mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-10-31 11:56:38 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			49 lines
		
	
	
	
		
			1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			49 lines
		
	
	
	
		
			1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 120
 | |
| 
 | |
| #if @diffuseMap
 | |
| varying vec2 diffuseMapUV;
 | |
| #endif
 | |
| 
 | |
| #if @radialFog
 | |
| varying float euclideanDepth;
 | |
| #else
 | |
| varying float linearDepth;
 | |
| #endif
 | |
| 
 | |
| uniform bool useFalloff;
 | |
| uniform vec4 falloffParams;
 | |
| 
 | |
| varying vec3 passViewPos;
 | |
| varying float passFalloff;
 | |
| 
 | |
| #include "vertexcolors.glsl"
 | |
| 
 | |
| void main(void)
 | |
| {
 | |
|     gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
 | |
| 
 | |
|     vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex);
 | |
|     gl_ClipVertex = viewPos;
 | |
| #if @radialFog
 | |
|     euclideanDepth = length(viewPos.xyz);
 | |
| #else
 | |
|     linearDepth = gl_Position.z;
 | |
| #endif
 | |
| 
 | |
| #if @diffuseMap
 | |
|     diffuseMapUV = (gl_TextureMatrix[@diffuseMapUV] * gl_MultiTexCoord@diffuseMapUV).xy;
 | |
| #endif
 | |
| 
 | |
|     passColor = gl_Color;
 | |
|     if (useFalloff)
 | |
|     {
 | |
|         vec3 viewNormal = gl_NormalMatrix * normalize(gl_Normal.xyz);
 | |
|         vec3 viewDir = normalize(viewPos.xyz);
 | |
|         float viewAngle = abs(dot(viewNormal, viewDir));
 | |
|         passFalloff = smoothstep(falloffParams.y, falloffParams.x, viewAngle);
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         passFalloff = 1.0;
 | |
|     }
 | |
| }
 |