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			73 lines
		
	
	
	
		
			2.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			73 lines
		
	
	
	
		
			2.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 120
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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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| #include "lib/core/vertex.h.glsl"
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| varying vec2 uv;
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| varying float euclideanDepth;
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| varying float linearDepth;
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| 
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| #define PER_PIXEL_LIGHTING (@normalMap || @specularMap || @forcePPL)
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| 
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| #if !PER_PIXEL_LIGHTING
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| centroid varying vec3 passLighting;
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| centroid varying vec3 passSpecular;
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| centroid varying vec3 shadowDiffuseLighting;
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| centroid varying vec3 shadowSpecularLighting;
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| #endif
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| varying vec3 passViewPos;
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| varying vec3 passNormal;
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| 
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| #include "vertexcolors.glsl"
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| #include "shadows_vertex.glsl"
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| #include "compatibility/normals.glsl"
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| 
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| #include "lib/light/lighting.glsl"
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| #include "lib/view/depth.glsl"
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| 
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| void main(void)
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| {
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|     gl_Position = modelToClip(gl_Vertex);
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| 
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|     vec4 viewPos = 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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| 
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|     passColor = gl_Color;
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|     passNormal = gl_Normal.xyz;
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|     passViewPos = viewPos.xyz;
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|     normalToViewMatrix = gl_NormalMatrix;
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| 
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| #if @normalMap
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|     mat3 tbnMatrix = generateTangentSpace(vec4(1.0, 0.0, 0.0, 1.0), passNormal);
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|     tbnMatrix[0] = normalize(cross(tbnMatrix[2], tbnMatrix[1])); // note, now we need to re-cross to derive tangent again because it wasn't orthonormal
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|     normalToViewMatrix *= tbnMatrix;
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| #endif
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| 
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| #if !PER_PIXEL_LIGHTING || @shadows_enabled
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|     vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
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| #endif
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| 
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| #if !PER_PIXEL_LIGHTING
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|     vec3 diffuseLight, ambientLight, specularLight;
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|     doLighting(viewPos.xyz, viewNormal, gl_FrontMaterial.shininess, diffuseLight, ambientLight, specularLight, shadowDiffuseLighting, shadowSpecularLighting);
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|     passLighting = getDiffuseColor().xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz;
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|     passSpecular = getSpecularColor().xyz * specularLight;
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|     clampLightingResult(passLighting);
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|     shadowDiffuseLighting *= getDiffuseColor().xyz;
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|     shadowSpecularLighting *= getSpecularColor().xyz;
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| #endif
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| 
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|     uv = gl_MultiTexCoord0.xy;
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| 
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| #if (@shadows_enabled)
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|     setupShadowCoords(viewPos, viewNormal);
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| #endif
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| }
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