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openmw/files/shaders/shadowcasting_vertex.glsl
madsbuvi dd5901d351 Initial commit
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
2022-04-28 21:05:34 +02:00

27 lines
910 B
GLSL

#version @GLSLVersion
varying vec2 diffuseMapUV;
varying float alphaPassthrough;
uniform int colorMode;
uniform bool useDiffuseMapForShadowAlpha = true;
uniform bool alphaTestShadows = true;
void main(void)
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex);
gl_ClipVertex = viewPos;
if (useDiffuseMapForShadowAlpha)
diffuseMapUV = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
else
diffuseMapUV = vec2(0.0); // Avoid undefined behaviour if running on hardware predating the concept of dynamically uniform expressions
if (colorMode == 2)
alphaPassthrough = gl_Color.a;
else
// This is uniform, so if it's too low, we might be able to put the position/clip vertex outside the view frustum and skip the fragment shader and rasteriser
alphaPassthrough = gl_FrontMaterial.diffuse.a;
}