mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-10-31 20:56:39 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			314 lines
		
	
	
	
		
			11 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			314 lines
		
	
	
	
		
			11 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #include "core.h"
 | |
| 
 | |
| 
 | |
| #define FOG @shGlobalSettingBool(fog)
 | |
| #define MRT @shPropertyNotBool(is_transparent) && @shGlobalSettingBool(mrt_output)
 | |
| #define LIGHTING @shGlobalSettingBool(lighting)
 | |
| 
 | |
| #define SHADOWS_PSSM LIGHTING && @shGlobalSettingBool(shadows_pssm)
 | |
| #define SHADOWS LIGHTING && @shGlobalSettingBool(shadows)
 | |
| 
 | |
| #if SHADOWS || SHADOWS_PSSM
 | |
|     #include "shadows.h"
 | |
| #endif
 | |
| 
 | |
| #if FOG || MRT || SHADOWS_PSSM
 | |
| #define NEED_DEPTH
 | |
| #endif
 | |
| 
 | |
| 
 | |
| #define UNDERWATER @shGlobalSettingBool(underwater_effects) && LIGHTING
 | |
| 
 | |
| 
 | |
| #define HAS_VERTEXCOLOR @shPropertyBool(has_vertex_colour)
 | |
| 
 | |
| #ifdef SH_VERTEX_SHADER
 | |
| 
 | |
|     // ------------------------------------- VERTEX ---------------------------------------
 | |
| 
 | |
|     SH_BEGIN_PROGRAM
 | |
|         shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
 | |
|         shVertexInput(float2, uv0)
 | |
|         shOutput(float2, UV)
 | |
|         shNormalInput(float4)
 | |
| #ifdef NEED_DEPTH
 | |
|         shOutput(float, depthPassthrough)
 | |
| #endif
 | |
| 
 | |
| #if LIGHTING
 | |
|         shOutput(float3, normalPassthrough)
 | |
|         shOutput(float3, objSpacePositionPassthrough)
 | |
| #endif
 | |
| 
 | |
| #if HAS_VERTEXCOLOR
 | |
|         shColourInput(float4)
 | |
|         shOutput(float4, colourPassthrough)
 | |
| #endif
 | |
| 
 | |
| #if SHADOWS
 | |
|         shOutput(float4, lightSpacePos0)
 | |
|         shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
 | |
|         shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
 | |
| #endif
 | |
| 
 | |
| #if SHADOWS_PSSM
 | |
|     @shForeach(3)
 | |
|         shOutput(float4, lightSpacePos@shIterator)
 | |
|         shUniform(float4x4, texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
 | |
|     @shEndForeach
 | |
|         shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
 | |
| #endif
 | |
|     SH_START_PROGRAM
 | |
|     {
 | |
| 	    shOutputPosition = shMatrixMult(wvp, shInputPosition);
 | |
| 	    UV = uv0;
 | |
| #if LIGHTING
 | |
|         normalPassthrough = normal.xyz;
 | |
| #endif
 | |
| 
 | |
| #ifdef NEED_DEPTH
 | |
|         depthPassthrough = shOutputPosition.z;
 | |
| #endif
 | |
| 
 | |
| #if LIGHTING
 | |
|         objSpacePositionPassthrough = shInputPosition.xyz;
 | |
| #endif
 | |
| 
 | |
| #if HAS_VERTEXCOLOR
 | |
|         colourPassthrough = colour;
 | |
| #endif
 | |
| 
 | |
| #if SHADOWS
 | |
|         lightSpacePos0 = shMatrixMult(texViewProjMatrix0, shMatrixMult(worldMatrix, shInputPosition));
 | |
| #endif
 | |
| #if SHADOWS_PSSM
 | |
|         float4 wPos = shMatrixMult(worldMatrix, shInputPosition);
 | |
|     @shForeach(3)
 | |
|         lightSpacePos@shIterator = shMatrixMult(texViewProjMatrix@shIterator, wPos);
 | |
|     @shEndForeach
 | |
| #endif
 | |
|     }
 | |
| 
 | |
| #else
 | |
| 
 | |
|     // ----------------------------------- FRAGMENT ------------------------------------------
 | |
| 
 | |
| #if UNDERWATER
 | |
|     #include "underwater.h"
 | |
| #endif
 | |
| 
 | |
|     SH_BEGIN_PROGRAM
 | |
| 		shSampler2D(diffuseMap)
 | |
| 		shInput(float2, UV)
 | |
| #if MRT
 | |
|         shDeclareMrtOutput(1)
 | |
| #endif
 | |
| 
 | |
| #ifdef NEED_DEPTH
 | |
|         shInput(float, depthPassthrough)
 | |
| #endif
 | |
| 
 | |
| #if MRT
 | |
|         shUniform(float, far) @shAutoConstant(far, far_clip_distance)
 | |
| #endif
 | |
| 
 | |
|         shUniform(float, gammaCorrection) @shSharedParameter(gammaCorrection, gammaCorrection)
 | |
| 
 | |
| #if LIGHTING
 | |
|         shInput(float3, normalPassthrough)
 | |
|         shInput(float3, objSpacePositionPassthrough)
 | |
|         shUniform(float4, lightAmbient)                       @shAutoConstant(lightAmbient, ambient_light_colour)
 | |
|         #if !HAS_VERTEXCOLOR
 | |
|         shUniform(float4, materialAmbient)                    @shAutoConstant(materialAmbient, surface_ambient_colour)
 | |
|         #endif
 | |
|         shUniform(float4, materialDiffuse)                    @shAutoConstant(materialDiffuse, surface_diffuse_colour)
 | |
|         shUniform(float4, materialEmissive)                   @shAutoConstant(materialEmissive, surface_emissive_colour)
 | |
|     @shForeach(@shGlobalSettingString(num_lights))
 | |
|         shUniform(float4, lightPosObjSpace@shIterator)        @shAutoConstant(lightPosObjSpace@shIterator, light_position_object_space, @shIterator)
 | |
|         shUniform(float4, lightAttenuation@shIterator)        @shAutoConstant(lightAttenuation@shIterator, light_attenuation, @shIterator)
 | |
|         shUniform(float4, lightDiffuse@shIterator)            @shAutoConstant(lightDiffuse@shIterator, light_diffuse_colour, @shIterator)
 | |
|     @shEndForeach
 | |
| #endif
 | |
|         
 | |
| #if FOG
 | |
|         shUniform(float3, fogColour) @shAutoConstant(fogColour, fog_colour)
 | |
|         shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
 | |
| #endif
 | |
| 
 | |
| #if HAS_VERTEXCOLOR
 | |
|         shInput(float4, colourPassthrough)
 | |
| #endif
 | |
| 
 | |
| #if SHADOWS
 | |
|         shInput(float4, lightSpacePos0)
 | |
|         shSampler2D(shadowMap0)
 | |
|         shUniform(float2, invShadowmapSize0)   @shAutoConstant(invShadowmapSize0, inverse_texture_size, 1)
 | |
| #endif
 | |
| #if SHADOWS_PSSM
 | |
|     @shForeach(3)
 | |
|         shInput(float4, lightSpacePos@shIterator)
 | |
|         shSampler2D(shadowMap@shIterator)
 | |
|         shUniform(float2, invShadowmapSize@shIterator)  @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(1))
 | |
|     @shEndForeach
 | |
|     shUniform(float3, pssmSplitPoints)  @shSharedParameter(pssmSplitPoints)
 | |
| #endif
 | |
| 
 | |
| #if SHADOWS || SHADOWS_PSSM
 | |
|         shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
 | |
| #endif
 | |
| 
 | |
| #if (UNDERWATER) || (FOG)
 | |
|         shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
 | |
|         shUniform(float4, cameraPos) @shAutoConstant(cameraPos, camera_position) 
 | |
| #endif
 | |
| 
 | |
| #if UNDERWATER
 | |
| 
 | |
|         shUniform(float, waterLevel) @shSharedParameter(waterLevel)
 | |
| 
 | |
|         shUniform(float4, lightDirectionWS0) @shAutoConstant(lightDirectionWS0, light_position, 0)
 | |
|         
 | |
|         shSampler2D(causticMap)
 | |
|         
 | |
| 		shUniform(float, waterTimer) @shSharedParameter(waterTimer)
 | |
|         shUniform(float2, waterSunFade_sunHeight) @shSharedParameter(waterSunFade_sunHeight)
 | |
|         shUniform(float, waterEnabled) @shSharedParameter(waterEnabled)
 | |
|         		
 | |
| 		shUniform(float3, windDir_windSpeed) @shSharedParameter(windDir_windSpeed)
 | |
| #endif
 | |
| 
 | |
|     SH_START_PROGRAM
 | |
|     {
 | |
|         shOutputColour(0) = shSample(diffuseMap, UV);
 | |
|         shOutputColour(0).xyz = gammaCorrectRead(shOutputColour(0).xyz);
 | |
|         
 | |
| #if LIGHTING
 | |
|         float3 normal = normalize(normalPassthrough);
 | |
|         float3 lightDir;
 | |
|         float3 diffuse = float3(0,0,0);
 | |
|         float d;
 | |
| 
 | |
| #if HAS_VERTEXCOLOR
 | |
|         // ambient vertex colour tracking, FFP behaviour
 | |
|         float3 ambient = colourPassthrough.xyz * lightAmbient.xyz;
 | |
| #else
 | |
|         float3 ambient = materialAmbient.xyz * lightAmbient.xyz;
 | |
| #endif
 | |
|     
 | |
|             // shadows only for the first (directional) light
 | |
| #if SHADOWS
 | |
|             float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
 | |
| #endif
 | |
| #if SHADOWS_PSSM
 | |
|             float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depthPassthrough, pssmSplitPoints);
 | |
| #endif
 | |
| 
 | |
| #if SHADOWS || SHADOWS_PSSM
 | |
|             float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
 | |
|             float fade = 1-((depthPassthrough - shadowFar_fadeStart.y) / fadeRange);
 | |
|             shadow = (depthPassthrough > shadowFar_fadeStart.x) ? 1.0 : ((depthPassthrough > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow);
 | |
| #endif
 | |
| 
 | |
| #if !SHADOWS && !SHADOWS_PSSM
 | |
|             float shadow = 1.0;
 | |
| #endif
 | |
| 
 | |
| 
 | |
| 
 | |
|         float3 caustics = float3(1,1,1);
 | |
| 
 | |
| #if (UNDERWATER) || (FOG)
 | |
|     float3 worldPos = shMatrixMult(worldMatrix, float4(objSpacePositionPassthrough,1)).xyz;
 | |
| #endif
 | |
| 
 | |
| #if UNDERWATER
 | |
|     float3 waterEyePos = float3(1,1,1);
 | |
|     // NOTE: this calculation would be wrong for non-uniform scaling
 | |
|     float4 worldNormal = shMatrixMult(worldMatrix, float4(normal.xyz, 0));
 | |
|     waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,1,0), waterLevel);
 | |
|     caustics = getCaustics(causticMap, worldPos, waterEyePos.xyz, worldNormal.xyz, lightDirectionWS0.xyz, waterLevel, waterTimer, windDir_windSpeed);
 | |
|     if (worldPos.y >= waterLevel || waterEnabled != 1.f)
 | |
|         caustics = float3(1,1,1);
 | |
| #endif
 | |
| 
 | |
|     
 | |
|     @shForeach(@shGlobalSettingString(num_lights))
 | |
|     
 | |
|         /// \todo use the array auto params for lights, and use a real for-loop with auto param "light_count" iterations 
 | |
|         lightDir = lightPosObjSpace@shIterator.xyz - (objSpacePositionPassthrough.xyz * lightPosObjSpace@shIterator.w);
 | |
|         d = length(lightDir);
 | |
|         
 | |
|         lightDir = normalize(lightDir);
 | |
| 
 | |
| #if @shIterator == 0
 | |
| 
 | |
|     #if (SHADOWS || SHADOWS_PSSM)
 | |
|         diffuse += materialDiffuse.xyz * lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0) * shadow * caustics;
 | |
|         
 | |
|     #else
 | |
|         diffuse += materialDiffuse.xyz * lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0) * caustics;
 | |
|         
 | |
|     #endif
 | |
|     
 | |
| #else
 | |
|         diffuse += materialDiffuse.xyz * lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0);
 | |
| #endif
 | |
| 
 | |
|     @shEndForeach
 | |
| 
 | |
|         shOutputColour(0).xyz *= (ambient + diffuse + materialEmissive.xyz);
 | |
| #endif
 | |
| 
 | |
| 
 | |
| #if HAS_VERTEXCOLOR && !LIGHTING
 | |
|         shOutputColour(0).xyz *= colourPassthrough.xyz;
 | |
| #endif
 | |
| 
 | |
| #if FOG
 | |
|         float fogValue = shSaturate((length(cameraPos.xyz-worldPos) - fogParams.y) * fogParams.w);
 | |
|         
 | |
|         #if UNDERWATER
 | |
|         // regular fog only if fragment is above water
 | |
|         if (worldPos.y > waterLevel || waterEnabled != 1.f)
 | |
|         #endif
 | |
|         shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, gammaCorrectRead(fogColour), fogValue);
 | |
| #endif
 | |
| 
 | |
|         // prevent negative colour output (for example with negative lights)
 | |
|         shOutputColour(0).xyz = max(shOutputColour(0).xyz, float3(0,0,0));
 | |
|         
 | |
| #if UNDERWATER
 | |
|         float fogAmount = (cameraPos.y > waterLevel)
 | |
|              ? shSaturate(length(waterEyePos-worldPos) / VISIBILITY) 
 | |
|              : shSaturate(length(cameraPos.xyz-worldPos)/ VISIBILITY);
 | |
|              
 | |
|         float3 eyeVec = normalize(cameraPos.xyz-worldPos);
 | |
|         
 | |
|         float waterSunGradient = dot(eyeVec, -normalize(lightDirectionWS0.xyz));
 | |
|         waterSunGradient = shSaturate(pow(waterSunGradient*0.7+0.3,2.0));  
 | |
|         float3 waterSunColour = gammaCorrectRead(float3(0.0,1.0,0.85)) *waterSunGradient * 0.5;
 | |
|         
 | |
|         float waterGradient = dot(eyeVec, float3(0.0,-1.0,0.0));
 | |
|         waterGradient = clamp((waterGradient*0.5+0.5),0.2,1.0);
 | |
|         float3 watercolour = ( gammaCorrectRead(float3(0.0078, 0.5176, 0.700))+waterSunColour)*waterGradient*2.0;
 | |
|         watercolour = shLerp(watercolour*0.3*waterSunFade_sunHeight.x, watercolour, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT)));
 | |
|         watercolour = (cameraPos.y <= waterLevel) ? watercolour : watercolour*0.3;
 | |
|     
 | |
|     
 | |
|         float darkness = VISIBILITY*2.0;
 | |
|         darkness = clamp((waterEyePos.y - waterLevel + darkness)/darkness,0.2,1.0);
 | |
|         watercolour *= darkness;
 | |
| 
 | |
|         float isUnderwater = (worldPos.y < waterLevel) ? 1.0 : 0.0;
 | |
|         shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, watercolour, fogAmount * isUnderwater * waterEnabled);
 | |
| #endif
 | |
| 
 | |
|         shOutputColour(0).xyz = gammaCorrectOutput(shOutputColour(0).xyz);
 | |
| 
 | |
| #if MRT
 | |
|         shOutputColour(1) = float4(depthPassthrough / far,1,1,1);
 | |
| #endif
 | |
| 
 | |
|     }
 | |
| 
 | |
| #endif
 |