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openmw/files/shaders/nv_nolighting_vertex.glsl

53 lines
1.1 KiB
GLSL

#version 120
#include "openmw_vertex.h.glsl"
#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"
#include "depth.glsl"
void main(void)
{
gl_Position = mw_modelToClip(gl_Vertex);
vec4 viewPos = mw_modelToView(gl_Vertex);
gl_ClipVertex = viewPos;
#if @radialFog
euclideanDepth = length(viewPos.xyz);
#else
linearDepth = getLinearDepth(gl_Position.z, viewPos.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;
}
}