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			53 lines
		
	
	
	
		
			1.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			53 lines
		
	
	
	
		
			1.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #include "core.h"
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| 
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| #ifdef SH_VERTEX_SHADER
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| 
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|     SH_BEGIN_PROGRAM
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|     shUniform(float4x4, world) @shAutoConstant(world, world_matrix)
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|     shUniform(float4x4, view) @shAutoConstant(view, view_matrix)
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| shUniform(float4x4, projection) @shAutoConstant(projection, projection_matrix)
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|         shVertexInput(float2, uv0)
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|         shOutput(float2, UV)
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| 
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|     SH_START_PROGRAM
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|     {
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|         float4x4 viewFixed = view;
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| #if !SH_GLSL
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|         viewFixed[0][3] = 0;
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|         viewFixed[1][3] = 0;
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|         viewFixed[2][3] = 0;
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| #else
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|         viewFixed[3][0] = 0;
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|         viewFixed[3][1] = 0;
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|         viewFixed[3][2] = 0;
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| #endif
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|         shOutputPosition = shMatrixMult(projection, shMatrixMult(viewFixed, shMatrixMult(world, shInputPosition)));
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|         UV = uv0;
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|     }
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| 
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| #else
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| 
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|     SH_BEGIN_PROGRAM
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| 		shSampler2D(diffuseMap)
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| 		shSampler2D(alphaMap)
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| 		shInput(float2, UV)
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|         shUniform(float4, materialDiffuse)                    @shAutoConstant(materialDiffuse, surface_diffuse_colour)
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|         shUniform(float4, materialEmissive)                   @shAutoConstant(materialEmissive, surface_emissive_colour)
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|         
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|         shUniform(float4, atmosphereColour)                   @shSharedParameter(atmosphereColour)
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| 
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|     SH_START_PROGRAM
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|     {
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|         
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|         float4 tex = shSample(diffuseMap, UV);
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|         
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|         shOutputColour(0) = float4(materialEmissive.xyz, 1) * tex;
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|         
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|         shOutputColour(0).a = shSample(alphaMap, UV).a * materialDiffuse.a;
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|         
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|         shOutputColour(0).rgb += (1-tex.a) * shOutputColour(0).a * atmosphereColour.rgb; //fill dark side of moon with atmosphereColour
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|         shOutputColour(0).rgb += (1-materialDiffuse.a) * atmosphereColour.rgb; //fade bump
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| 
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|     }
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| 
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| #endif
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