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fteqw/engine/shaders/glsl/lpp_depthnorm.glsl

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!!permu BUMP
!!permu SKELETAL
!!cvarf r_glsl_offsetmapping_scale
//light pre-pass rendering (defered lighting)
//this is the initial pass, that draws the surface normals and depth to the initial colour buffer
#include "sys/defs.h"
#if defined(OFFSETMAPPING)
varying vec3 eyevector;
#endif
varying vec3 norm, tang, bitang;
#if defined(BUMP)
varying vec2 tc;
#endif
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
void main()
{
#if defined(BUMP)
gl_Position = skeletaltransform_nst(norm, tang, bitang);
tc = v_texcoord;
#else
gl_Position = skeletaltransform_n(norm);
#endif
#if defined(OFFSETMAPPING)
vec3 eyeminusvertex = e_eyepos - v_position.xyz;
eyevector.x = dot(eyeminusvertex, v_svector.xyz);
eyevector.y = dot(eyeminusvertex, v_tvector.xyz);
eyevector.z = dot(eyeminusvertex, v_normal.xyz);
#endif
}
#endif
#ifdef FRAGMENT_SHADER
#ifdef OFFSETMAPPING
#include "sys/offsetmapping.h"
#endif
void main()
{
//adjust texture coords for offsetmapping
#ifdef OFFSETMAPPING
vec2 tcoffsetmap = offsetmap(s_normalmap, tc, eyevector);
#define tc tcoffsetmap
#endif
vec3 onorm;
#if defined(BUMP)
vec3 bm = 2.0*texture2D(s_normalmap, tc).xyz - 1.0;
onorm = normalize(bm.x * tang + bm.y * bitang + bm.z * norm);
#else
onorm = norm;
#endif
gl_FragColor = vec4(onorm.xyz, gl_FragCoord.z);
}
#endif