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openmw-tes3coop/files/shaders/objects_fragment.glsl

155 lines
4.0 KiB
GLSL

#version 120
#if @diffuseMap
uniform sampler2D diffuseMap;
varying vec2 diffuseMapUV;
#endif
#if @darkMap
uniform sampler2D darkMap;
varying vec2 darkMapUV;
#endif
#if @detailMap
uniform sampler2D detailMap;
varying vec2 detailMapUV;
#endif
#if @decalMap
uniform sampler2D decalMap;
varying vec2 decalMapUV;
#endif
#if @emissiveMap
uniform sampler2D emissiveMap;
varying vec2 emissiveMapUV;
#endif
#if @normalMap
uniform sampler2D normalMap;
varying vec2 normalMapUV;
varying vec4 passTangent;
#endif
#if @envMap
uniform sampler2D envMap;
varying vec2 envMapUV;
uniform vec4 envMapColor;
#endif
#if @specularMap
uniform sampler2D specularMap;
varying vec2 specularMapUV;
#endif
varying float depth;
#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
#if !PER_PIXEL_LIGHTING
varying vec4 lighting;
#else
varying vec4 passColor;
#endif
varying vec3 passViewPos;
varying vec3 passNormal;
#include "lighting.glsl"
#include "parallax.glsl"
void main()
{
#if @diffuseMap
vec2 adjustedDiffuseUV = diffuseMapUV;
#endif
#if @normalMap
vec4 normalTex = texture2D(normalMap, normalMapUV);
vec3 normalizedNormal = normalize(passNormal);
vec3 normalizedTangent = normalize(passTangent.xyz);
vec3 binormal = cross(normalizedTangent, normalizedNormal);
mat3 tbnTranspose = mat3(normalizedTangent, binormal, normalizedNormal);
vec3 viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
#else
vec3 viewNormal = gl_NormalMatrix * normalize(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);
vec2 offset = getParallaxOffset(eyeDir, tbnTranspose, normalTex.a, (passTangent.w > 0) ? -1.f : 1.f);
adjustedDiffuseUV += offset; // only offset diffuse for now, other textures are more likely to be using a completely different UV set
// TODO: check not working as the same UV buffer is being bound to different targets
// if diffuseMapUV == normalMapUV
#if 1
// fetch a new normal using updated coordinates
normalTex = texture2D(normalMap, adjustedDiffuseUV);
viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
#endif
#endif
#if @diffuseMap
gl_FragData[0] = texture2D(diffuseMap, adjustedDiffuseUV);
#else
gl_FragData[0] = vec4(1.0, 1.0, 1.0, 1.0);
#endif
#if @detailMap
gl_FragData[0].xyz *= texture2D(detailMap, detailMapUV).xyz * 2.0;
#endif
#if @darkMap
gl_FragData[0].xyz *= texture2D(darkMap, darkMapUV).xyz;
#endif
#if @decalMap
vec4 decalTex = texture2D(decalMap, decalMapUV);
gl_FragData[0].xyz = mix(gl_FragData[0].xyz, decalTex.xyz, decalTex.a);
#endif
#if !PER_PIXEL_LIGHTING
gl_FragData[0] *= lighting;
#else
gl_FragData[0] *= doLighting(passViewPos, normalize(viewNormal), passColor);
#endif
#if @emissiveMap
gl_FragData[0].xyz += texture2D(emissiveMap, emissiveMapUV).xyz;
#endif
#if @envMap
#if @normalMap
// if using normal map + env map, take advantage of per-pixel normals for texCoordGen
vec3 viewVec = normalize(passViewPos.xyz);
vec3 r = reflect( viewVec, viewNormal );
float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) );
vec2 texCoordGen = vec2(r.x/m + 0.5, r.y/m + 0.5);
gl_FragData[0].xyz += texture2D(envMap, texCoordGen).xyz * envMapColor.xyz;
#else
gl_FragData[0].xyz += texture2D(envMap, envMapUV).xyz * envMapColor.xyz;
#endif
#endif
#if @specularMap
vec4 specTex = texture2D(specularMap, specularMapUV);
float shininess = specTex.a * 255;
vec3 matSpec = specTex.xyz;
#else
float shininess = gl_FrontMaterial.shininess;
vec3 matSpec = gl_FrontMaterial.specular.xyz;
#endif
gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec);
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);
}