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https://github.com/OpenMW/openmw.git
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dd5901d351
Multiview shaders. Refactor Frustum management Rewrite shared shadow map cull mask should respect stereo Stereo savegame screencap LocalMap refactoring use the vertex buffer hint instead of the display list patch to enable/disable display lists Character preview fixes
70 lines
1.5 KiB
GLSL
70 lines
1.5 KiB
GLSL
#version @GLSLVersion
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#include "multiview_vertex.glsl"
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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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#if @useGPUShader4
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#extension GL_EXT_gpu_shader4: require
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#endif
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#include "openmw_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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#if @emissiveMap
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varying vec2 emissiveMapUV;
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#endif
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#if @normalMap
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varying vec2 normalMapUV;
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varying vec4 passTangent;
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#endif
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varying float euclideanDepth;
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varying float linearDepth;
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varying vec3 passViewPos;
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varying vec3 passNormal;
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#define PER_PIXEL_LIGHTING 1
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#include "vertexcolors.glsl"
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#include "shadows_vertex.glsl"
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#include "lighting.glsl"
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#include "depth.glsl"
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void main(void)
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{
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gl_Position = mw_modelToClip(gl_Vertex);
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vec4 viewPos = mw_modelToView(gl_Vertex);
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gl_ClipVertex = viewPos;
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euclideanDepth = length(viewPos.xyz);
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linearDepth = getLinearDepth(gl_Position.z, viewPos.z);
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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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#if @emissiveMap
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emissiveMapUV = (gl_TextureMatrix[@emissiveMapUV] * gl_MultiTexCoord@emissiveMapUV).xy;
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#endif
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#if @normalMap
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normalMapUV = (gl_TextureMatrix[@normalMapUV] * gl_MultiTexCoord@normalMapUV).xy;
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passTangent = gl_MultiTexCoord7.xyzw;
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#endif
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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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#if @shadows_enabled
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vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz);
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setupShadowCoords(viewPos, viewNormal);
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#endif
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}
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