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			277 lines
		
	
	
	
		
			7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			277 lines
		
	
	
	
		
			7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 120
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| #pragma import_defines(FORCE_OPAQUE, DISTORTION)
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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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| #if @diffuseMap
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| uniform sampler2D 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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| uniform sampler2D 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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| uniform sampler2D 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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| uniform sampler2D 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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| uniform sampler2D 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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| uniform sampler2D 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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| uniform sampler2D envMap;
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| varying vec2 envMapUV;
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| uniform vec4 envMapColor;
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| #endif
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| 
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| #if @specularMap
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| uniform sampler2D specularMap;
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| varying vec2 specularMapUV;
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| #endif
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| 
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| #if @bumpMap
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| uniform sampler2D bumpMap;
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| varying vec2 bumpMapUV;
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| uniform vec2 envMapLumaBias;
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| uniform mat2 bumpMapMatrix;
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| #endif
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| 
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| #if @glossMap
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| uniform sampler2D glossMap;
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| varying vec2 glossMapUV;
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| #endif
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| 
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| uniform vec2 screenRes;
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| uniform float near;
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| uniform float far;
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| uniform float alphaRef;
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| uniform float distortionStrength;
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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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| #else
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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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| #if @additiveBlending
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| #define ADDITIVE_BLENDING
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| #endif
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| 
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| #include "lib/core/fragment.h.glsl"
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| #include "lib/light/lighting.glsl"
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| #include "lib/material/parallax.glsl"
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| #include "lib/material/alpha.glsl"
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| #include "lib/util/distortion.glsl"
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| 
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| #include "fog.glsl"
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| #include "vertexcolors.glsl"
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| #include "shadows_fragment.glsl"
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| #include "compatibility/normals.glsl"
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| 
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| #if @softParticles
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| #include "lib/particle/soft.glsl"
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| 
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| uniform float particleSize;
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| uniform bool particleFade;
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| uniform float softFalloffDepth;
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| #endif
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| 
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| #if @particleOcclusion
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| #include "lib/particle/occlusion.glsl"
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| uniform sampler2D orthoDepthMap;
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| varying vec3 orthoDepthMapCoord;
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| #endif
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| 
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| void main()
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| {
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| #if @particleOcclusion
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|     applyOcclusionDiscard(orthoDepthMapCoord, texture2D(orthoDepthMap, orthoDepthMapCoord.xy * 0.5 + 0.5).r);
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| #endif
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| 
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|     // only offset diffuse and normal maps for now, other textures are more likely to be using a completely different UV set
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|     vec2 offset = vec2(0.0);
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| 
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| #if @parallax || @diffuseParallax
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| #if @parallax
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|     float height = texture2D(normalMap, normalMapUV).a;
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|     float flipY = (passTangent.w > 0.0) ? -1.f : 1.f;
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| #else
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|     float height = texture2D(diffuseMap, diffuseMapUV).a;
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|     // FIXME: shouldn't be necessary, but in this path false-positives are common
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|     float flipY = -1.f;
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| #endif
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|     offset = getParallaxOffset(transpose(normalToViewMatrix) * normalize(-passViewPos), height, flipY);
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| #endif
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| 
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| vec2 screenCoords = gl_FragCoord.xy / screenRes;
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| 
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| #if @diffuseMap
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|     gl_FragData[0] = texture2D(diffuseMap, diffuseMapUV + offset);
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| 
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| #if defined(DISTORTION) && DISTORTION
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|     gl_FragData[0].a *= getDiffuseColor().a;
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|     gl_FragData[0] = applyDistortion(gl_FragData[0], distortionStrength, gl_FragCoord.z, sampleOpaqueDepthTex(screenCoords / @distorionRTRatio).x);
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|     return;
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| #endif
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| 
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| #if @diffuseParallax
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|     gl_FragData[0].a = 1.0;
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| #else
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|     gl_FragData[0].a *= coveragePreservingAlphaScale(diffuseMap, diffuseMapUV + offset);
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| #endif
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| #else
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|     gl_FragData[0] = vec4(1.0);
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| #endif
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| 
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|     vec4 diffuseColor = getDiffuseColor();
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|     gl_FragData[0].a *= diffuseColor.a;
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| 
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| #if @darkMap
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|     gl_FragData[0] *= texture2D(darkMap, darkMapUV);
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|     gl_FragData[0].a *= coveragePreservingAlphaScale(darkMap, darkMapUV);
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| #endif
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| 
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|     gl_FragData[0].a = alphaTest(gl_FragData[0].a, alphaRef);
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| 
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| #if @normalMap
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|     vec4 normalTex = texture2D(normalMap, normalMapUV + offset);
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|     vec3 normal = normalTex.xyz * 2.0 - 1.0;
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| #if @reconstructNormalZ
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|     normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
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| #endif
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|     vec3 viewNormal = normalToView(normal);
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| #else
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|     vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
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| #endif
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| 
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|     vec3 viewVec = normalize(passViewPos);
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| 
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| #if @detailMap
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|     gl_FragData[0].xyz *= texture2D(detailMap, detailMapUV).xyz * 2.0;
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| #endif
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| 
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| #if @decalMap
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|     vec4 decalTex = texture2D(decalMap, decalMapUV);
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|     gl_FragData[0].xyz = mix(gl_FragData[0].xyz, decalTex.xyz, decalTex.a * diffuseColor.a);
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| #endif
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| 
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| #if @envMap
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| 
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|     vec2 envTexCoordGen = envMapUV;
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|     float envLuma = 1.0;
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| 
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| #if @normalMap
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|     // if using normal map + env map, take advantage of per-pixel normals for envTexCoordGen
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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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|     envTexCoordGen = 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 @bumpMap
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|     vec4 bumpTex = texture2D(bumpMap, bumpMapUV);
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|     envTexCoordGen += bumpTex.rg * bumpMapMatrix;
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|     envLuma = clamp(bumpTex.b * envMapLumaBias.x + envMapLumaBias.y, 0.0, 1.0);
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| #endif
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| 
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|     vec3 envEffect = texture2D(envMap, envTexCoordGen).xyz * envMapColor.xyz * envLuma;
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| 
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| #if @glossMap
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|     envEffect *= texture2D(glossMap, glossMapUV).xyz;
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| #endif
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| 
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| #if @preLightEnv
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|     gl_FragData[0].xyz += envEffect;
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| #endif
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| 
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| #endif
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| 
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|     float shadowing = unshadowedLightRatio(-passViewPos.z);
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|     vec3 lighting, specular;
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| #if !PER_PIXEL_LIGHTING
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|     lighting = passLighting + shadowDiffuseLighting * shadowing;
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|     specular = passSpecular + shadowSpecularLighting * shadowing;
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| #else
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| #if @specularMap
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|     vec4 specTex = texture2D(specularMap, specularMapUV);
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|     float shininess = specTex.a * 255.0;
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|     vec3 specularColor = specTex.xyz;
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| #else
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|     float shininess = gl_FrontMaterial.shininess;
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|     vec3 specularColor = getSpecularColor().xyz;
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| #endif
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|     vec3 diffuseLight, ambientLight, specularLight;
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|     doLighting(passViewPos, viewNormal, shininess, shadowing, diffuseLight, ambientLight, specularLight);
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|     lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz * emissiveMult;
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|     specular = specularColor * specularLight * specStrength;
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| #endif
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| 
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|     clampLightingResult(lighting);
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|     gl_FragData[0].xyz = gl_FragData[0].xyz * lighting + specular;
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| 
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| #if @envMap && !@preLightEnv
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|     gl_FragData[0].xyz += envEffect;
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| #endif
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| 
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| #if @emissiveMap
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|     gl_FragData[0].xyz += texture2D(emissiveMap, emissiveMapUV).xyz;
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| #endif
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| 
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|     gl_FragData[0] = applyFogAtPos(gl_FragData[0], passViewPos, far);
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| 
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| #if !defined(FORCE_OPAQUE) && @softParticles
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|     gl_FragData[0].a *= calcSoftParticleFade(
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|         viewVec,
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|         passViewPos,
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|         viewNormal,
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|         near,
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|         far,
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|         sampleOpaqueDepthTex(screenCoords).x,
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|         particleSize,
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|         particleFade,
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|         softFalloffDepth
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|     );
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| #endif
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| 
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| #if defined(FORCE_OPAQUE) && FORCE_OPAQUE
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|     // having testing & blending isn't enough - we need to write an opaque pixel to be opaque
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|     gl_FragData[0].a = 1.0;
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| #endif
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| 
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| #if !defined(FORCE_OPAQUE) && !@disableNormals
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|     gl_FragData[1].xyz = viewNormal * 0.5 + 0.5;
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| #endif
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| 
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|     applyShadowDebugOverlay();
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| }
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