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path: root/libs/preview_nif/data/shaders/sk_effectshader.frag
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#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;
}