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authorSulfurNitride <SulfurNitride@users.noreply.github.com>2026-04-12 17:54:45 -0500
committerSulfurNitride <SulfurNitride@users.noreply.github.com>2026-04-12 17:54:45 -0500
commita0355c9b897281d0bfea48bec9d490724ecabd96 (patch)
tree42c56ea4f4829a6115f688956858ada3e59fd9ef /libs/preview_nif/data/shaders/default.vert
parentfa43a71f9d05b3673d42296a80decb2228d68f83 (diff)
Add NIF previewer plugin with Linux-specific fixes
Vendored from github.com/Parapets/mo2-preview_nif and adapted for Linux: - BSA texture resolution via MO2 virtual tree with case-insensitive fallback walk (Linux FS is case-sensitive; NIFs reference textures with arbitrary case against files on disk) - Process-wide cached BSA candidate list, keyed by profile path, priority-sorted, filtering disabled mods - Path backslash normalization before loose-file lookup - Polygon offset on SLSF1_Decal-flagged shapes to break z-ties with coincident base meshes (road decals, moss overlays) - Opaque framebuffer via glColorMask alpha lock so alpha-blended shapes can't bleed the dialog background through the preview area - QMouseEvent::globalPosition().toPoint() for Qt6 compatibility Preview dialog behavior (organizercore.cpp): - Switch previewFile and previewFileWithAlternatives from stack-allocated exec() to heap + ApplicationModal + show() + WA_DeleteOnClose. - Parent passed as nullptr so preview lifetime is decoupled from the stack-allocated ModInfoDialog that spawns it. Nested exec() inside the enclosing dialog's exec() was softlocking on close. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Diffstat (limited to 'libs/preview_nif/data/shaders/default.vert')
-rw-r--r--libs/preview_nif/data/shaders/default.vert50
1 files changed, 50 insertions, 0 deletions
diff --git a/libs/preview_nif/data/shaders/default.vert b/libs/preview_nif/data/shaders/default.vert
new file mode 100644
index 0000000..90cccd3
--- /dev/null
+++ b/libs/preview_nif/data/shaders/default.vert
@@ -0,0 +1,50 @@
+#version 120
+
+uniform mat4 modelViewMatrix;
+uniform mat4 mvpMatrix;
+uniform mat3 normalMatrix;
+uniform vec3 lightDirection;
+uniform vec4 ambientColor;
+uniform vec4 diffuseColor;
+
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec3 tangent;
+attribute vec3 bitangent;
+attribute vec2 texCoord;
+attribute vec4 color;
+
+varying vec2 TexCoord;
+varying vec3 LightDir;
+varying vec3 ViewDir;
+
+varying vec3 N;
+varying vec3 t;
+varying vec3 b;
+varying vec3 v;
+
+varying vec4 A;
+varying vec4 C;
+varying vec4 D;
+
+void main( void )
+{
+ gl_Position = mvpMatrix * vec4(position, 1.0);
+ TexCoord = texCoord;
+
+ N = normalize(normalMatrix * normal);
+ t = normalize(normalMatrix * tangent);
+ b = normalize(normalMatrix * bitangent);
+ v = vec3(modelViewMatrix * vec4(position, 1.0));
+
+ mat3 tbnMatrix = mat3(b.x, t.x, N.x,
+ b.y, t.y, N.y,
+ b.z, t.z, N.z);
+
+ ViewDir = tbnMatrix * -v;
+ LightDir = tbnMatrix * lightDirection;
+
+ A = ambientColor;
+ C = color;
+ D = diffuseColor;
+}