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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/sk_effectshader.frag
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/sk_effectshader.frag')
-rw-r--r--libs/preview_nif/data/shaders/sk_effectshader.frag101
1 files changed, 101 insertions, 0 deletions
diff --git a/libs/preview_nif/data/shaders/sk_effectshader.frag b/libs/preview_nif/data/shaders/sk_effectshader.frag
new file mode 100644
index 0000000..3a22388
--- /dev/null
+++ b/libs/preview_nif/data/shaders/sk_effectshader.frag
@@ -0,0 +1,101 @@
+#version 120
+
+uniform sampler2D BaseMap;
+uniform sampler2D GreyscaleMap;
+
+uniform bool doubleSided;
+
+uniform bool hasSourceTexture;
+uniform bool hasGreyscaleMap;
+uniform bool greyscaleAlpha;
+uniform bool greyscaleColor;
+
+uniform bool useFalloff;
+uniform bool vertexColors;
+uniform bool vertexAlpha;
+
+uniform bool hasWeaponBlood;
+
+uniform vec4 glowColor;
+uniform float glowMult;
+
+uniform vec2 uvScale;
+uniform vec2 uvOffset;
+
+uniform vec4 falloffParams;
+uniform float falloffDepth;
+
+varying vec2 TexCoord;
+varying vec3 LightDir;
+varying vec3 ViewDir;
+
+varying vec4 C;
+
+varying vec3 N;
+varying vec3 v;
+
+vec4 colorLookup( float x, float y ) {
+
+ return texture2D( GreyscaleMap, vec2( clamp(x, 0.0, 1.0), clamp(y, 0.0, 1.0)) );
+}
+
+void main( void )
+{
+ vec4 baseMap = texture2D( BaseMap, TexCoord.st * uvScale + uvOffset );
+
+ vec4 color;
+
+ vec3 normal = N;
+
+ // Reconstructed normal
+ //normal = normalize(cross(dFdy(v.xyz), dFdx(v.xyz)));
+
+ //if ( !doubleSided && !gl_FrontFacing ) { return; }
+
+ vec3 E = normalize(ViewDir);
+
+ float tmp2 = falloffDepth; // Unused right now
+
+ // Falloff
+ float falloff = 1.0;
+ if ( useFalloff ) {
+ float startO = min(falloffParams.z, 1.0);
+ float stopO = max(falloffParams.w, 0.0);
+
+ // TODO: When X and Y are both 0.0 or both 1.0 the effect is reversed.
+ falloff = smoothstep( falloffParams.y, falloffParams.x, abs(E.b));
+
+ falloff = mix( max(falloffParams.w, 0.0), min(falloffParams.z, 1.0), falloff );
+ }
+
+ float alphaMult = glowColor.a * glowColor.a;
+
+ color.rgb = baseMap.rgb;
+ color.a = baseMap.a;
+
+ if ( hasWeaponBlood ) {
+ color.rgb = vec3( 1.0, 0.0, 0.0 ) * baseMap.r;
+ color.a = baseMap.a * baseMap.g;
+ }
+
+ color.rgb *= C.rgb * glowColor.rgb;
+ color.a *= C.a * falloff * alphaMult;
+
+ if ( greyscaleColor ) {
+ // Only Red emissive channel is used
+ float emRGB = glowColor.r;
+
+ vec4 luG = colorLookup( baseMap.g, C.g * falloff * emRGB );
+
+ color.rgb = luG.rgb;
+ }
+
+ if ( greyscaleAlpha ) {
+ vec4 luA = colorLookup( baseMap.a, C.a * falloff * alphaMult );
+
+ color.a = luA.a;
+ }
+
+ gl_FragColor.rgb = color.rgb * glowMult;
+ gl_FragColor.a = color.a;
+}