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			51 lines
		
	
	
	
		
			1.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			51 lines
		
	
	
	
		
			1.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #include "core.h"
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| 
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| #ifdef SH_VERTEX_SHADER
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| 
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|     SH_BEGIN_PROGRAM
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|     shUniform(float4x4, world) @shAutoConstant(world, world_matrix)
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|     shUniform(float4x4, view) @shAutoConstant(view, view_matrix)
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| shUniform(float4x4, projection) @shAutoConstant(projection, projection_matrix)
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|         shVertexInput(float2, uv0)
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|         shOutput(float2, UV)
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| 
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|     SH_START_PROGRAM
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|     {
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|         float4x4 viewFixed = view;
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| #if !SH_GLSL && !SH_GLSLES
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|         viewFixed[0][3] = 0.0;
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|         viewFixed[1][3] = 0.0;
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|         viewFixed[2][3] = 0.0;
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| #else
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|         viewFixed[3][0] = 0.0;
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|         viewFixed[3][1] = 0.0;
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|         viewFixed[3][2] = 0.0;
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| #endif
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|         shOutputPosition = shMatrixMult(projection, shMatrixMult(viewFixed, shMatrixMult(world, shInputPosition)));
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|         UV = uv0;
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|     }
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| 
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| #else
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| 
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|     SH_BEGIN_PROGRAM
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| 		shSampler2D(diffuseMap)
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| 		shSampler2D(alphaMap)
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| 		shInput(float2, UV)
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|         shUniform(float4, materialDiffuse)                    @shAutoConstant(materialDiffuse, surface_diffuse_colour)
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|         shUniform(float4, materialEmissive)                   @shAutoConstant(materialEmissive, surface_emissive_colour)
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|         
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|         shUniform(float4, atmosphereColour)                   @shSharedParameter(atmosphereColour)
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| 
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|     SH_START_PROGRAM
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|     {
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|         float4 phaseTex = shSample(diffuseMap, UV);
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|         float4 fullCircleTex = shSample(alphaMap, UV);
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| 
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|         shOutputColour(0).a = max(phaseTex.a, fullCircleTex.a) * materialDiffuse.a;
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| 
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|         shOutputColour(0).xyz = fullCircleTex.xyz * atmosphereColour.xyz;
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|         shOutputColour(0).xyz = shLerp(shOutputColour(0).xyz, phaseTex.xyz, phaseTex.a);
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|         shOutputColour(0).xyz *= materialEmissive.xyz;
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|     }
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| 
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| #endif
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