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			163 lines
		
	
	
	
		
			3.9 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			163 lines
		
	
	
	
		
			3.9 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 120
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| 
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| #if @useUBO
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|     #extension GL_ARB_uniform_buffer_object : require
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| #endif
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| 
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| #if @useGPUShader4
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|     #extension GL_EXT_gpu_shader4: require
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| #endif
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| 
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| #include "lib/core/vertex.h.glsl"
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| #if @diffuseMap
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| varying vec2 diffuseMapUV;
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| #endif
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| 
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| #if @darkMap
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| varying vec2 darkMapUV;
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| #endif
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| 
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| #if @detailMap
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| varying vec2 detailMapUV;
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| #endif
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| 
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| #if @decalMap
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| varying vec2 decalMapUV;
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| #endif
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| 
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| #if @emissiveMap
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| varying vec2 emissiveMapUV;
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| #endif
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| 
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| #if @normalMap
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| varying vec2 normalMapUV;
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| #endif
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| 
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| #if @envMap
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| varying vec2 envMapUV;
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| #endif
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| 
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| #if @bumpMap
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| varying vec2 bumpMapUV;
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| #endif
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| 
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| #if @specularMap
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| varying vec2 specularMapUV;
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| #endif
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| 
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| #if @glossMap
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| varying vec2 glossMapUV;
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| #endif
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| 
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| #define PER_PIXEL_LIGHTING (@normalMap || @specularMap || @forcePPL)
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| 
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| #if !PER_PIXEL_LIGHTING
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| centroid varying vec3 passLighting;
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| centroid varying vec3 passSpecular;
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| centroid varying vec3 shadowDiffuseLighting;
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| centroid varying vec3 shadowSpecularLighting;
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| uniform float emissiveMult;
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| uniform float specStrength;
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| #endif
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| varying vec3 passViewPos;
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| varying vec3 passNormal;
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| #if @normalMap || @diffuseParallax
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| varying vec4 passTangent;
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| #endif
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| 
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| #include "vertexcolors.glsl"
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| #include "shadows_vertex.glsl"
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| #include "compatibility/normals.glsl"
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| 
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| #include "lib/light/lighting.glsl"
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| #include "lib/view/depth.glsl"
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| 
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| #if @particleOcclusion
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| varying vec3 orthoDepthMapCoord;
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| 
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| uniform mat4 depthSpaceMatrix;
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| uniform mat4 osg_ViewMatrixInverse;
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| #endif
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| 
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| void main(void)
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| {
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| #if @particleOcclusion
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|     mat4 model = osg_ViewMatrixInverse * gl_ModelViewMatrix;
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|     orthoDepthMapCoord = ((depthSpaceMatrix * model) * vec4(gl_Vertex.xyz, 1.0)).xyz;
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| #endif
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| 
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|     gl_Position = modelToClip(gl_Vertex);
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| 
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|     vec4 viewPos = modelToView(gl_Vertex);
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|     gl_ClipVertex = viewPos;
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|     passColor = gl_Color;
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|     passViewPos = viewPos.xyz;
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|     passNormal = gl_Normal.xyz;
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|     normalToViewMatrix = gl_NormalMatrix;
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| 
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| #if @normalMap || @diffuseParallax
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|     passTangent = gl_MultiTexCoord7.xyzw;
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|     normalToViewMatrix *= generateTangentSpace(passTangent, passNormal);
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| #endif
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| 
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| #if @envMap || !PER_PIXEL_LIGHTING || @shadows_enabled
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|     vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
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| #endif
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| 
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| #if @envMap
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|     vec3 viewVec = normalize(viewPos.xyz);
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|     vec3 r = reflect( viewVec, viewNormal );
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|     float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) );
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|     envMapUV = vec2(r.x/m + 0.5, r.y/m + 0.5);
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| #endif
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| 
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| #if @diffuseMap
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|     diffuseMapUV = (gl_TextureMatrix[@diffuseMapUV] * gl_MultiTexCoord@diffuseMapUV).xy;
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| #endif
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| 
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| #if @darkMap
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|     darkMapUV = (gl_TextureMatrix[@darkMapUV] * gl_MultiTexCoord@darkMapUV).xy;
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| #endif
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| 
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| #if @detailMap
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|     detailMapUV = (gl_TextureMatrix[@detailMapUV] * gl_MultiTexCoord@detailMapUV).xy;
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| #endif
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| 
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| #if @decalMap
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|     decalMapUV = (gl_TextureMatrix[@decalMapUV] * gl_MultiTexCoord@decalMapUV).xy;
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| #endif
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| 
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| #if @emissiveMap
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|     emissiveMapUV = (gl_TextureMatrix[@emissiveMapUV] * gl_MultiTexCoord@emissiveMapUV).xy;
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| #endif
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| 
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| #if @normalMap
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|     normalMapUV = (gl_TextureMatrix[@normalMapUV] * gl_MultiTexCoord@normalMapUV).xy;
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| #endif
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| 
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| #if @bumpMap
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|     bumpMapUV = (gl_TextureMatrix[@bumpMapUV] * gl_MultiTexCoord@bumpMapUV).xy;
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| #endif
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| 
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| #if @specularMap
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|     specularMapUV = (gl_TextureMatrix[@specularMapUV] * gl_MultiTexCoord@specularMapUV).xy;
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| #endif
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| 
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| #if @glossMap
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|     glossMapUV = (gl_TextureMatrix[@glossMapUV] * gl_MultiTexCoord@glossMapUV).xy;
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| #endif
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| 
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| #if !PER_PIXEL_LIGHTING
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|     vec3 diffuseLight, ambientLight, specularLight;
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|     doLighting(viewPos.xyz, viewNormal, gl_FrontMaterial.shininess, diffuseLight, ambientLight, specularLight, shadowDiffuseLighting, shadowSpecularLighting);
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|     passLighting = getDiffuseColor().xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz * emissiveMult;
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|     passSpecular = getSpecularColor().xyz * specularLight * specStrength;
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|     clampLightingResult(passLighting);
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|     shadowDiffuseLighting *= getDiffuseColor().xyz;
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|     shadowSpecularLighting *= getSpecularColor().xyz * specStrength;
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| #endif
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| 
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| #if (@shadows_enabled)
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|     setupShadowCoords(viewPos, viewNormal);
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| #endif
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| }
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