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-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;
+}