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openmw/files/shaders/terrain_fragment.glsl

130 lines
3.6 KiB
GLSL

#version 120
#if @useUBO
#extension GL_ARB_uniform_buffer_object : require
#endif
#if @useGPUShader4
#extension GL_EXT_gpu_shader4: require
#endif
varying vec2 uv;
uniform sampler2D diffuseMap;
#if @normalMap
uniform sampler2D normalMap;
#endif
#if @blendMap
uniform sampler2D blendMap;
#endif
varying float euclideanDepth;
varying float linearDepth;
#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
#if !PER_PIXEL_LIGHTING
centroid varying vec3 passLighting;
centroid varying vec3 shadowDiffuseLighting;
#endif
varying vec3 passViewPos;
varying vec3 passNormal;
uniform vec2 screenRes;
#include "vertexcolors.glsl"
#include "shadows_fragment.glsl"
#include "lighting.glsl"
#include "parallax.glsl"
#include "fog.glsl"
void main()
{
vec2 adjustedUV = (gl_TextureMatrix[0] * vec4(uv, 0.0, 1.0)).xy;
vec3 worldNormal = normalize(passNormal);
#if @normalMap
vec4 normalTex = texture2D(normalMap, adjustedUV);
vec3 normalizedNormal = worldNormal;
vec3 tangent = vec3(1.0, 0.0, 0.0);
vec3 binormal = normalize(cross(tangent, normalizedNormal));
tangent = normalize(cross(normalizedNormal, binormal)); // note, now we need to re-cross to derive tangent again because it wasn't orthonormal
mat3 tbnTranspose = mat3(tangent, binormal, normalizedNormal);
worldNormal = tbnTranspose * (normalTex.xyz * 2.0 - 1.0);
vec3 viewNormal = normalize(gl_NormalMatrix * worldNormal);
normalize(worldNormal);
#endif
#if (!@normalMap && (@parallax || @forcePPL))
vec3 viewNormal = gl_NormalMatrix * worldNormal;
#endif
#if @parallax
vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0,0,0,1)).xyz;
vec3 objectPos = (gl_ModelViewMatrixInverse * vec4(passViewPos, 1)).xyz;
vec3 eyeDir = normalize(cameraPos - objectPos);
adjustedUV += getParallaxOffset(eyeDir, tbnTranspose, normalTex.a, 1.f);
// update normal using new coordinates
normalTex = texture2D(normalMap, adjustedUV);
worldNormal = tbnTranspose * (normalTex.xyz * 2.0 - 1.0);
viewNormal = normalize(gl_NormalMatrix * worldNormal);
normalize(worldNormal);
#endif
vec4 diffuseTex = texture2D(diffuseMap, adjustedUV);
gl_FragData[0] = vec4(diffuseTex.xyz, 1.0);
#if @blendMap
vec2 blendMapUV = (gl_TextureMatrix[1] * vec4(uv, 0.0, 1.0)).xy;
gl_FragData[0].a *= texture2D(blendMap, blendMapUV).a;
#endif
vec4 diffuseColor = getDiffuseColor();
gl_FragData[0].a *= diffuseColor.a;
float shadowing = unshadowedLightRatio(linearDepth);
vec3 lighting;
#if !PER_PIXEL_LIGHTING
lighting = passLighting + shadowDiffuseLighting * shadowing;
#else
vec3 diffuseLight, ambientLight;
doLighting(passViewPos, normalize(viewNormal), shadowing, diffuseLight, ambientLight);
lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz;
#endif
clampLightingResult(lighting);
gl_FragData[0].xyz *= lighting;
#if @specularMap
float shininess = 128.0; // TODO: make configurable
vec3 matSpec = vec3(diffuseTex.a);
#else
float shininess = gl_FrontMaterial.shininess;
vec3 matSpec = getSpecularColor().xyz;
#endif
if (matSpec != vec3(0.0))
{
#if (!@normalMap && !@parallax && !@forcePPL)
vec3 viewNormal = gl_NormalMatrix * worldNormal;
#endif
gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos), shininess, matSpec) * shadowing;
}
gl_FragData[0] = applyFogAtDist(gl_FragData[0], euclideanDepth, linearDepth);
#if !@disableNormals && @writeNormals
gl_FragData[1].xyz = worldNormal.xyz * 0.5 + 0.5;
#endif
applyShadowDebugOverlay();
}