mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-10-31 11:26:38 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			91 lines
		
	
	
	
		
			2.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			91 lines
		
	
	
	
		
			2.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 120
 | |
| 
 | |
| varying vec2 uv;
 | |
| 
 | |
| uniform sampler2D diffuseMap;
 | |
| 
 | |
| #if @normalMap
 | |
| uniform sampler2D normalMap;
 | |
| #endif
 | |
| 
 | |
| #if @blendMap
 | |
| uniform sampler2D blendMap;
 | |
| #endif
 | |
| 
 | |
| varying float depth;
 | |
| 
 | |
| #define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
 | |
| 
 | |
| #if !PER_PIXEL_LIGHTING
 | |
| centroid varying vec4 lighting;
 | |
| centroid varying vec3 shadowDiffuseLighting;
 | |
| #else
 | |
| centroid varying vec4 passColor;
 | |
| #endif
 | |
| varying vec3 passViewPos;
 | |
| varying vec3 passNormal;
 | |
| 
 | |
| #include "shadows_fragment.glsl"
 | |
| #include "lighting.glsl"
 | |
| #include "parallax.glsl"
 | |
| 
 | |
| void main()
 | |
| {
 | |
|     vec2 adjustedUV = (gl_TextureMatrix[0] * vec4(uv, 0.0, 1.0)).xy;
 | |
| 
 | |
| #if @normalMap
 | |
|     vec4 normalTex = texture2D(normalMap, adjustedUV);
 | |
| 
 | |
|     vec3 normalizedNormal = normalize(passNormal);
 | |
|     vec3 tangent = vec3(1.0, 0.0, 0.0);
 | |
|     vec3 binormal = normalize(cross(tangent, normalizedNormal));
 | |
|     tangent = normalize(cross(normalizedNormal, binormal)); // note, now we need to re-cross to derive tangent again because it wasn't orthonormal
 | |
|     mat3 tbnTranspose = mat3(tangent, binormal, normalizedNormal);
 | |
| 
 | |
|     vec3 viewNormal = normalize(gl_NormalMatrix * (tbnTranspose * (normalTex.xyz * 2.0 - 1.0)));
 | |
| #else
 | |
|     vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
 | |
| #endif
 | |
| 
 | |
| #if @parallax
 | |
|     vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0,0,0,1)).xyz;
 | |
|     vec3 objectPos = (gl_ModelViewMatrixInverse * vec4(passViewPos, 1)).xyz;
 | |
|     vec3 eyeDir = normalize(cameraPos - objectPos);
 | |
|     adjustedUV += getParallaxOffset(eyeDir, tbnTranspose, normalTex.a, 1.f);
 | |
| 
 | |
|     // update normal using new coordinates
 | |
|     normalTex = texture2D(normalMap, adjustedUV);
 | |
|     viewNormal = normalize(gl_NormalMatrix * (tbnTranspose * (normalTex.xyz * 2.0 - 1.0)));
 | |
| #endif
 | |
| 
 | |
|     vec4 diffuseTex = texture2D(diffuseMap, adjustedUV);
 | |
|     gl_FragData[0] = vec4(diffuseTex.xyz, 1.0);
 | |
| 
 | |
| #if @blendMap
 | |
|     vec2 blendMapUV = (gl_TextureMatrix[1] * vec4(uv, 0.0, 1.0)).xy;
 | |
|     gl_FragData[0].a *= texture2D(blendMap, blendMapUV).a;
 | |
| #endif
 | |
| 
 | |
|     float shadowing = unshadowedLightRatio();
 | |
| 
 | |
| #if !PER_PIXEL_LIGHTING
 | |
|     gl_FragData[0] *= lighting + vec4(shadowDiffuseLighting * shadowing, 0);
 | |
| #else
 | |
|     gl_FragData[0] *= doLighting(passViewPos, normalize(viewNormal), passColor, shadowing);
 | |
| #endif
 | |
| 
 | |
| #if @specularMap
 | |
|     float shininess = 128; // TODO: make configurable
 | |
|     vec3 matSpec = vec3(diffuseTex.a, diffuseTex.a, diffuseTex.a);
 | |
| #else
 | |
|     float shininess = gl_FrontMaterial.shininess;
 | |
|     vec3 matSpec = gl_FrontMaterial.specular.xyz;
 | |
| #endif
 | |
| 
 | |
|     gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos), shininess, matSpec) * shadowing;
 | |
| 
 | |
|     float fogValue = clamp((depth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
 | |
|     gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
 | |
| 
 | |
|     applyShadowDebugOverlay();
 | |
| }
 |