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			90 lines
		
	
	
	
		
			2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			90 lines
		
	
	
	
		
			2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 120
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| #pragma import_defines(FORCE_OPAQUE)
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| 
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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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| 
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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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| 
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| #if @diffuseMap
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| uniform sampler2D diffuseMap;
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| varying vec2 diffuseMapUV;
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| #endif
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| 
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| varying vec3 passViewPos;
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| varying vec3 passNormal;
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| varying float euclideanDepth;
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| varying float linearDepth;
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| varying float passFalloff;
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| 
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| uniform vec2 screenRes;
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| uniform bool useFalloff;
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| uniform float far;
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| uniform float near;
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| uniform float alphaRef;
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| 
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| #include "lib/material/alpha.glsl"
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| 
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| #include "compatibility/vertexcolors.glsl"
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| #include "compatibility/fog.glsl"
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| #include "compatibility/shadows_fragment.glsl"
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| 
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| #if @softParticles
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| #include "lib/particle/soft.glsl"
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| 
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| uniform sampler2D opaqueDepthTex;
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| uniform float particleSize;
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| uniform bool particleFade;
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| uniform float softFalloffDepth;
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| #endif
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| 
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| void main()
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| {
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| #if @diffuseMap
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|     gl_FragData[0] = texture2D(diffuseMap, diffuseMapUV);
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|     gl_FragData[0].a *= coveragePreservingAlphaScale(diffuseMap, diffuseMapUV);
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| #else
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|     gl_FragData[0] = vec4(1.0);
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| #endif
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| 
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|     gl_FragData[0] *= getDiffuseColor();
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| 
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|     if (useFalloff)
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|         gl_FragData[0].a *= passFalloff;
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| 
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|     gl_FragData[0].a = alphaTest(gl_FragData[0].a, alphaRef);
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| 
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|     gl_FragData[0] = applyFogAtDist(gl_FragData[0], euclideanDepth, linearDepth, far);
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| 
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| #if !defined(FORCE_OPAQUE) && @softParticles
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|     vec2 screenCoords = gl_FragCoord.xy / screenRes;
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|     vec3 viewVec = normalize(passViewPos.xyz);
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|     vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
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| 
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|     gl_FragData[0].a *= calcSoftParticleFade(
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|         viewVec,
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|         passViewPos,
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|         viewNormal,
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|         near,
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|         far,
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|         texture2D(opaqueDepthTex, screenCoords).x,
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|         particleSize,
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|         particleFade,
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|         softFalloffDepth
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|     );
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| #endif
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| 
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| #if defined(FORCE_OPAQUE) && FORCE_OPAQUE
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|     gl_FragData[0].a = 1.0;
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| #endif
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| 
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| #if !defined(FORCE_OPAQUE) && !@disableNormals
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|     vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
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|     gl_FragData[1].xyz = viewNormal * 0.5 + 0.5;
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| #endif
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| 
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|     applyShadowDebugOverlay();
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| }
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