diff options
| author | SulfurNitride <SulfurNitride@users.noreply.github.com> | 2026-04-12 17:54:45 -0500 |
|---|---|---|
| committer | SulfurNitride <SulfurNitride@users.noreply.github.com> | 2026-04-12 17:54:45 -0500 |
| commit | a0355c9b897281d0bfea48bec9d490724ecabd96 (patch) | |
| tree | 42c56ea4f4829a6115f688956858ada3e59fd9ef /libs/preview_nif/data/shaders/sk_default.frag | |
| parent | fa43a71f9d05b3673d42296a80decb2228d68f83 (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/sk_default.frag')
| -rw-r--r-- | libs/preview_nif/data/shaders/sk_default.frag | 180 |
1 files changed, 180 insertions, 0 deletions
diff --git a/libs/preview_nif/data/shaders/sk_default.frag b/libs/preview_nif/data/shaders/sk_default.frag new file mode 100644 index 0000000..7cd0dcf --- /dev/null +++ b/libs/preview_nif/data/shaders/sk_default.frag @@ -0,0 +1,180 @@ +#version 120 + +uniform sampler2D BaseMap; +uniform sampler2D NormalMap; +uniform sampler2D GlowMap; +uniform sampler2D HeightMap; +uniform sampler2D LightMask; +uniform sampler2D BacklightMap; +uniform sampler2D EnvironmentMap; +uniform samplerCube CubeMap; + +uniform vec3 specColor; +uniform float specStrength; +uniform float specGlossiness; + +uniform bool hasGlowMap; +uniform vec3 glowColor; +uniform float glowMult; + +uniform float alpha; + +uniform vec3 tintColor; + +uniform bool hasHeightMap; +uniform vec2 uvScale; +uniform vec2 uvOffset; + +uniform bool hasEmit; +uniform bool hasSoftlight; +uniform bool hasBacklight; +uniform bool hasRimlight; +uniform bool hasTintColor; +uniform bool hasCubeMap; +uniform bool hasEnvMask; + +uniform float softlight; +uniform float rimPower; + +uniform float envReflection; + +uniform mat4 modelViewMatrixInverse; +uniform mat4 worldMatrix; + +varying vec2 TexCoord; +varying vec3 LightDir; +varying vec3 ViewDir; + +varying vec4 A; +varying vec4 C; +varying vec4 D; + +varying vec3 N; +varying vec3 t; +varying vec3 b; + +vec3 tonemap(vec3 x) +{ + float _A = 0.15; + float _B = 0.50; + float _C = 0.10; + float _D = 0.20; + float _E = 0.02; + float _F = 0.30; + + return ((x*(_A*x+_C*_B)+_D*_E)/(x*(_A*x+_B)+_D*_F))-_E/_F; +} + +vec3 toGrayscale(vec3 color) +{ + return vec3(dot(vec3(0.3, 0.59, 0.11), color)); +} + +void main( void ) +{ + vec2 offset = TexCoord * uvScale + uvOffset; + + vec3 E = normalize(ViewDir); + + if ( hasHeightMap ) { + float height = texture2D( HeightMap, offset ).r; + offset += E.xy * (height * 0.08 - 0.04); + } + + vec4 baseMap = texture2D( BaseMap, offset ); + vec4 normalMap = texture2D( NormalMap, offset ); + vec4 glowMap = texture2D( GlowMap, offset ); + + vec3 normal = normalize(normalMap.rgb * 2.0 - 1.0); + + vec3 L = normalize(LightDir); + vec3 R = reflect(-L, normal); + vec3 H = normalize( L + E ); + + float NdotL = max( dot(normal, L), 0.0 ); + float NdotH = max( dot(normal, H), 0.0 ); + float EdotN = max( dot(normal, E), 0.0 ); + float NdotNegL = max( dot(normal, -L), 0.0 ); + + vec3 reflected = reflect( -E, normal ); + vec3 reflectedVS = b * reflected.x + t * reflected.y + N * reflected.z; + vec3 reflectedWS = vec3( worldMatrix * (modelViewMatrixInverse * vec4( reflectedVS, 0.0 )) ); + + + vec4 color; + vec3 albedo = baseMap.rgb * C.rgb; + vec3 diffuse = A.rgb + (D.rgb * NdotL); + + + // Environment + if ( hasCubeMap ) { + vec4 cube = textureCube( CubeMap, reflectedWS ); + cube.rgb *= envReflection; + + if ( hasEnvMask ) { + vec4 env = texture2D( EnvironmentMap, offset ); + cube.rgb *= env.r; + } else { + cube.rgb *= normalMap.a; + } + + + albedo += cube.rgb; + } + + // Emissive & Glow + vec3 emissive = vec3(0.0); + if ( hasEmit ) { + emissive += glowColor * glowMult; + + if ( hasGlowMap ) { + emissive *= glowMap.rgb; + } + } + + // Specular + vec3 spec = clamp( specColor * specStrength * normalMap.a * pow(NdotH, specGlossiness), 0.0, 1.0 ); + spec *= D.rgb; + + vec3 backlight = vec3(0.0); + if ( hasBacklight ) { + backlight = texture2D( BacklightMap, offset ).rgb; + backlight *= NdotNegL; + + emissive += backlight * D.rgb; + } + + vec4 mask = vec4(0.0); + if ( hasRimlight || hasSoftlight ) { + mask = texture2D( LightMask, offset ); + } + + vec3 rim = vec3(0.0); + if ( hasRimlight ) { + rim = mask.rgb * pow(vec3((1.0 - EdotN)), vec3(rimPower)); + rim *= smoothstep( -0.2, 1.0, dot(-L, E) ); + + emissive += rim * D.rgb; + } + + vec3 soft = vec3(0.0); + if ( hasSoftlight ) { + float wrap = (dot(normal, L) + softlight) / (1.0 + softlight); + + soft = max( wrap, 0.0 ) * mask.rgb * smoothstep( 1.0, 0.0, NdotL ); + soft *= sqrt( clamp( softlight, 0.0, 1.0 ) ); + + emissive += soft * D.rgb; + } + + if ( hasTintColor ) { + albedo *= tintColor; + } + + color.rgb = albedo * (diffuse + emissive) + spec; + color.rgb = tonemap( color.rgb ) / tonemap( vec3(1.0) ); + color.a = C.a * baseMap.a; + + gl_FragColor = color; + gl_FragColor.a *= alpha; +} |
