You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
openmw/files/shaders/compatibility/terrain.frag

101 lines
2.7 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 || @specularMap || @forcePPL)
#if !PER_PIXEL_LIGHTING
centroid varying vec3 passLighting;
centroid varying vec3 passSpecular;
centroid varying vec3 shadowDiffuseLighting;
centroid varying vec3 shadowSpecularLighting;
#endif
varying vec3 passViewPos;
varying vec3 passNormal;
uniform vec2 screenRes;
uniform float far;
#include "vertexcolors.glsl"
#include "shadows_fragment.glsl"
#include "lib/light/lighting.glsl"
#include "lib/material/parallax.glsl"
#include "fog.glsl"
#include "compatibility/normals.glsl"
void main()
{
vec2 adjustedUV = (gl_TextureMatrix[0] * vec4(uv, 0.0, 1.0)).xy;
#if @parallax
adjustedUV += getParallaxOffset(transpose(normalToViewMatrix) * normalize(-passViewPos), texture2D(normalMap, adjustedUV).a, 1.f);
#endif
vec4 diffuseTex = texture2D(diffuseMap, adjustedUV);
gl_FragData[0] = vec4(diffuseTex.xyz, 1.0);
vec4 diffuseColor = getDiffuseColor();
gl_FragData[0].a *= diffuseColor.a;
#if @blendMap
vec2 blendMapUV = (gl_TextureMatrix[1] * vec4(uv, 0.0, 1.0)).xy;
gl_FragData[0].a *= texture2D(blendMap, blendMapUV).a;
#endif
#if @normalMap
vec3 viewNormal = normalToView(texture2D(normalMap, adjustedUV).xyz * 2.0 - 1.0);
#else
vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
#endif
float shadowing = unshadowedLightRatio(linearDepth);
vec3 lighting, specular;
#if !PER_PIXEL_LIGHTING
lighting = passLighting + shadowDiffuseLighting * shadowing;
specular = passSpecular + shadowSpecularLighting * shadowing;
#else
#if @specularMap
float shininess = 128.0; // TODO: make configurable
vec3 specularColor = vec3(diffuseTex.a);
#else
float shininess = gl_FrontMaterial.shininess;
vec3 specularColor = getSpecularColor().xyz;
#endif
vec3 diffuseLight, ambientLight, specularLight;
doLighting(passViewPos, viewNormal, shininess, shadowing, diffuseLight, ambientLight, specularLight);
lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz;
specular = specularColor * specularLight;
#endif
clampLightingResult(lighting);
gl_FragData[0].xyz = gl_FragData[0].xyz * lighting + specular;
gl_FragData[0] = applyFogAtDist(gl_FragData[0], euclideanDepth, linearDepth, far);
#if !@disableNormals && @writeNormals
gl_FragData[1].xyz = viewNormal * 0.5 + 0.5;
#endif
applyShadowDebugOverlay();
}