OMWFX Language Reference¶
Overview¶
Shaders are written in a OpenMW specific *.omwfx
format. This is a light
wrapper around GLSL, so a basic understanding of GLSL should be acquired before
attempting to write any shaders. Every shader must be contained within a single
*.omwfx
file, #include
directives are currently unsupported.
By default, all shaders only guarantee support of GLSL 120 features. To target a newer GLSL version, you must specify it in the technique block properties. If the specified version is not supported on the target machine, the shader will not load.
Reserved Keywords¶
GLSL doesn’t support namespaces, instead reserved prefixes are used. Do not
attempt to name anything starting with _
or omw
, this will cause
name clashes.
Builtin Samplers¶
GLSL Type | Name | Description |
---|---|---|
sampler2D[Array] | omw_SamplerLastShader |
Color output of the last shader |
sampler2D[Array] | omw_SamplerLastPass |
Color output of the last pass |
sampler2D[Array] | omw_SamplerDepth |
Non-linear normalized depth |
sampler2D[Array] | omw_SamplerNormals |
Normalized world-space normals [0, 1] |
These are included in a common header in every pass, they do not need to be re-defined.
It is recommended to use the accessor functions to retrieve the sampler value.
OpenMW supports multiview rendering, so these samplers will either be a
sampler2D
or sampler2DArray
. If you want more control over how you
sample textures, use the OMW_MULTIVIEW
macro to determine the appropriate functions to use.
Builtin Uniforms¶
GLSL Type | Name | Description |
---|---|---|
mat4 | omw.projectionMatrix |
The camera’s projection matrix |
mat4 | omw.invProjectionMatrix |
The inverse of the camera’s projection matrix |
mat4 | omw.viewMatrix |
The camera’s view matrix |
mat4 | omw.prevViewMatrix |
The camera’s previous frame view matrix |
mat4 | omw.invViewMatrix |
The inverse of the camera’s view matrix |
vec4 | omw.eyePos |
The camera’s eye position |
vec4 | omw.eyeVec |
The normalized camera’s eye vector |
vec4 | omw.fogColor |
The RGBA color of fog |
vec4 | omw.sunColor |
The RGBA color of sun |
vec4 | omw.sunPos |
The normalized sun direction When the sun is set omw.sunpos.z is negated |
vec2 | omw.resolution |
The render target’s resolution |
vec2 | omw.rcpResolution |
Reciprocal of the render target resolution |
vec2 | omw.fogNear |
The units at which the fog begins to render |
float | omw.fogFar |
The units at which the fog ends |
float | omw.near |
The camera’s near clip |
float | omw.far |
The camera’s far clip |
float | omw.gameHour |
The game hour in range [0,24) |
float | omw.sunVis |
The sun’s visibility between [0, 1] Influenced by types of weather Closer to zero during overcast weathers |
float | omw.waterHeight |
The water height of current cell Exterior water level is always rendered at -1.0 |
bool | omw.isWaterEnabled |
True if water is enabled for current cell |
float | omw.simulationTime |
The time in milliseconds since simulation began |
float | omw.deltaSimulationTime |
The change in omw.simulationTime |
float | omw.windSpeed |
The current wind speed |
float | omw.weatherTransition |
The transition factor between weathers [0, 1] |
int | omw.weatherID |
The current weather ID |
int | omw.nextWeatherID |
The next weather ID |
bool | omw.isUnderwater |
True if player is submerged underwater |
bool | omw.isInterior |
True if player is in an interior False for interiors that behave like exteriors |
Builtin Macros¶
Macro | Definition | Description |
---|---|---|
OMW_REVERSE_Z |
0 or 1 |
Whether a reversed depth buffer is in use.
|
OMW_RADIAL_FOG |
0 or 1 |
Whether radial fog is in use.
|
OMW_EXPONENTIAL_FOG |
0 or 1 |
Whether exponential fog is in use.
|
OMW_HDR |
0 or 1 |
Whether average scene luminance is computed every frame.
|
OMW_NORMALS |
0 or 1 |
Whether normals are available as a sampler in the technique.
|
OMW_MULTIVIEW |
0 or 1 |
Whether multiview rendering is in use.
|
Builtin Functions¶
The following functions can be accessed in any fragment or vertex shader.
Function | Description | |
---|---|---|
float omw_GetDepth(vec2) |
Returns the depth value from a sampler given a uv coordinate. Reverses sampled value when |
|
float omw_GetEyeAdaptation() |
Returns the average scene luminance in range [0, 1]. If HDR is not in use, this returns 1.0 Scene luminance is always calculated on original scene texture. |
|
vec4 omw_GetLastShader(vec2 uv) |
Returns RGBA color output of the last shader | |
vec4 omw_GetLastPass(vec2 uv) |
Returns RGBA color output of the last pass | |
vec3 omw_GetNormals(vec2 uv) |
Returns normalized worldspace normals [-1, 1] The values in sampler are in [0, 1] but are transformed to [-1, 1] |
|
vec3 omw_GetWorldPosFromUV(vec2 uv) |
Returns world position for given uv coordinate. | |
float omw_GetLinearDepth(vec2 uv) |
Returns the depth in game units for given uv coordinate. | |
float omw_EstimateFogCoverageFromUV(vec2 uv) |
Returns a fog coverage in the range from 0.0 (no fog) and 1.0 (full fog) Calculates an estimated fog coverage for given uv coordinate. |
Special Attributes¶
To maintain maximum compatability with future releases, OpenMW defines specific keywords, attributes, and functions for you to use. These should be used instead of their GLSL equivalent. Refer to the table below to view these mappings.
.omwfx | Description |
---|---|
omw_In | use in place of in and varying |
omw_Out | use in place of out and `varying |
omw_Position | use in place of gl_Position |
omw_Vertex | use in place of gl_Vertex |
omw_Fragment | use in place of gl_FragData[*] and gl_FragColor |
omw_Texture1D() | use in place of texture1D() or texture() |
omw_Texture2D() | use in place of texture2D() or texture() |
omw_Texture3D() | use in place of texture3D() or texture() |
Blocks¶
fragment
¶
Declare your passes with fragment
followed by a unique name. We will define the order of these passes later on.
Each fragment
block must contain valid GLSL. Below is a simple example of defining two passes.
fragment pass {
void main()
{
omw_FragColor = vec4(1.0);
}
}
fragment otherPass {
omw_In vec2 omw_TexCoord;
void main()
{
omw_FragColor = omw_GetLastPass(omw_TexCoord);
}
}
vertex
¶
For every fragment
block you declare, OpenMW generates a default vertex shader if you do not define one. This is used to draw the fullscreen triangle used in postprocessing.
This means you rarely need to use a custom vertex shader. Using a vertex shader can sometimes be useful when you need to do lots of complicated calculations that don’t rely on pixel location.
The vertex shader only invocates on the 3 vertices of the fullscreen triangle.
Below is an example of passing a value through a custom vertex shader to the fragment shader.
vertex pass {
#if OMW_USE_BINDINGS
omw_In vec2 omw_Vertex;
#endif
uniform sampler2D noiseSampler;
omw_Out vec2 omw_TexCoord;
// custom output from vertex shader
omw_Out float noise;
void main()
{
omw_Position = vec4(omw_Vertex.xy, 0.0, 1.0);
omw_TexCoord = omw_Position.xy * 0.5 + 0.5;
noise = sqrt(omw_Texture2D(noiseSampler, vec2(0.5, 0.5)).r);
}
}
fragment pass {
omw_In vec2 omw_TexCoord;
// our custom output from the vertex shader is available
omw_In float noise;
void main()
{
omw_FragColor = vec4(1.0);
}
}
technique
¶
Exactly one technique
block is required for every shader file. In this we define important traits like author, description, requirements, and flags.
Property | Type | Description |
---|---|---|
passes | literal list | , separated list of pass names |
version | string | Shader version that shows in HUD |
description | string | Shader description that shows in HUD |
author | string | Shader authors that shows in HUD |
glsl_Version | integer | GLSL version |
glsl_profile | string | GLSL profile, like compatability |
glsl_extensions | literal list | , separated list of required GLSL extensions |
hdr | boolean | Whether HDR eye adaptation is required. |
pass_normals | boolean | Pass normals from the forward passes. If unsupported, OMW_NORMALS will be set to 0 |
flags | SHADER_FLAG | , separated list of shader flags |
dynamic | boolean | Whether shader is exposed to Lua |
When dynamic
is set to true
, the shaders order cannot be manually moved, enabled, or disabled. The shaders state
can only be controlled via a Lua script.
In the code snippet below, a shader is defined that requires GLSL 330, HDR capatiblities, and is only enabled underwater in exteriors.
fragment dummy {
void main()
{
omw_FragColor = vec4(0.0);
}
}
technique {
passes = dummy;
glsl_version = 330;
hdr = true;
flags = disable_interiors, disable_abovewater;
}
sampler_*
¶
Any texture in the VFS can be loaded by a shader. All passes within the technique will have access to this texture as a sampler.
OpenMW currently supports 1D
, 2D
, and 3D
texture samplers, cubemaps can not yet be loaded.
Block |
---|
sampler_1d |
sampler_2d |
sampler_3d |
Warning
OpenMW vertically flips all DDS textures when loading them, with the exception of 3D
textures.
The properites for a sampler_*
block are as following.
The only required property for a texture is its source
.
Property | Type |
---|---|
source |
string |
min_filter |
FILTER_MODE |
mag_filter |
FILTER_MODE |
wrap_s |
WRAP_MODE |
wrap_t |
WRAP_MODE |
wrap_r |
WRAP_MODE |
compression |
COMPRESSION_MODE |
source_format |
SOURCE_FORMAT |
source_type |
SOURCE_TYPE |
internal_format |
INTERNAL_FORMAT |
In the code snippet below, a simple noise texture is loaded with nearest filtering.
sampler_2d noise {
source = "textures/noise.png";
mag_filter = nearest;
min_filter = nearest;
}
To use the sampler, define the appropriately named sampler2D in any of your passes.
fragment pass {
omw_In vec2 omw_TexCoord;
uniform sampler2D noise;
void main()
{
// ...
vec4 noise = omw_Texture2D(noise, omw_TexCoord);
}
}
uniform_*
¶
It is possible to define settings for your shaders that can be adjusted by either users or a Lua script.
Block | default | min | max | static | step | description | display_name | header |
---|---|---|---|---|---|---|---|---|
uniform_bool |
boolean | x | x | boolean | x | string | string | string |
uniform_float |
float | float | float | boolean | float | string | string | string |
uniform_int |
integer | integer | integer | boolean | integer | string | string | string |
uniform_vec2 |
vec2 | vec2 | vec2 | boolean | vec2 | string | string | string |
uniform_vec3 |
vec3 | vec3 | vec3 | boolean | vec3 | string | string | string |
uniform_vec4 |
vec4 | vec4 | vec4 | boolean | vec4 | string | string | string |
The description
field is used to display a toolip when viewed in the in-game HUD. The header
field
field can be used to organize uniforms into groups in the HUD. The display_name
field can be used to create a
more user friendly uniform name for display in the HUD.
If you would like a uniform to be adjustable with Lua API you must set static = false;
. Doing this
will also remove the uniform from the players HUD.
Below is an example of declaring a vec3
uniform.
uniform_vec3 uColor {
default = vec3(0,1,1);
min = vec3(0,0,0);
max = vec3(1,1,1);
step = vec3(0.1, 0.1, 0.1);
description = "Color uniform";
static = true;
header = "Colors";
}
To use the uniform you can reference it in any pass, it should not be declared with the uniform
keyword.
fragment pass {
void main()
{
// ...
vec3 color = uColor;
}
}
You can use uniform arrays as well, but they are restricted to the Lua API scripts.
These uniform blocks must be defined with the new size
parameter.
uniform_vec3 uArray {
size = 10;
}
render_target
¶
Normally when defining passes, OpenMW will take care of setting up all of the render targets. Sometimes, this behavior is not wanted and you want a custom render target.
Property | Type | Description |
---|---|---|
min_filter | FILTER_MODE | x |
mag_filter | FILTER_MODE | x |
wrap_s | WRAP_MODE | x |
wrap_t | WRAP_MODE | x |
internal_format | INTERNAL_FORMAT | x |
source_type | SOURCE_TYPE | x |
source_format | SOURCE_FORMAT | x |
width_ratio | float | Automatic width as a percentage of screen width |
height_ratio | float | Automatic height as a percentage of screen height |
width | float | Width in pixels |
height | float | Height in pixels |
mipmaps | boolean | Whether mipmaps should be generated every frame |
To use the render target a pass must be assigned to it, along with any optional clear or blend modes.
In the code snippet below a rendertarget is used to draw the red channel of a scene at half resolution, then a quarter. As a restriction,
only three render targets can be bound per pass with rt1
, rt2
, rt3
, respectively.
render_target RT_Downsample {
width_ratio = 0.5;
height_ratio = 0.5;
internal_format = r16f;
source_type = float;
source_format = red;
}
render_target RT_Downsample4 {
width_ratio = 0.25;
height_ratio = 0.25;
}
fragment downsample2x(target=RT_Downsample) {
omw_In vec2 omw_TexCoord;
void main()
{
omw_FragColor.r = omw_GetLastShader(omw_TexCoord).r;
}
}
fragment downsample4x(target=RT_Downsample4, rt1=RT_Downsample) {
omw_In vec2 omw_TexCoord;
void main()
{
omw_FragColor = omw_Texture2D(RT_Downsample, omw_TexCoord);
}
}
Now, when the downsample2x pass runs it will write to the target buffer instead of the default one assigned by the engine.
Simple Example¶
Let us go through a simple example in which we apply a simple desaturation filter with a user-configurable factor.
Our first step is defining our user-configurable variable. In this case all we
want is a normalized value between 0 and 1 to influence the amount of
desaturation to apply to the scene. Here we setup a new variable of type
float
, define a few basic properties, and give it a tooltip description.
uniform_float uDesaturationFactor {
default = 0.5;
min = 0.0;
max = 1.0;
step = 0.05;
static = true;
display_name = "Desaturation Factor";
description = "Desaturation factor. A value of 1.0 is full grayscale.";
}
Now, we can setup our first pass. Remember a pass is just a pixel shader invocation.
fragment desaturate {
omw_In vec2 omw_TexCoord;
void main()
{
// fetch scene texture from last shader
vec4 scene = omw_GetLastShader(omw_TexCoord);
// desaturate RGB component
const vec3 luminance = vec3(0.299, 0.587, 0.144);
float gray = dot(luminance, scene.rgb);
omw_FragColor = vec4(mix(scene.rgb, vec3(gray), uDesaturationFactor), scene.a);
}
}
Next we can define our technique
block, which is in charge of glueing
together passes, setting up metadata, and setting up various flags.
technique {
description = "Desaturates scene";
passes = desaturate;
version = "1.0";
author = "Fargoth";
passes = desaturate;
}
Putting it all together we have this simple shader.
uniform_float uDesaturationFactor {
default = 0.5;
min = 0.0;
max = 1.0;
step = 0.05;
description = "Desaturation factor. A value of 1.0 is full grayscale.";
}
fragment desaturate {
omw_In vec2 omw_TexCoord;
void main()
{
// fetch scene texture from last shader
vec4 scene = omw_GetLastShader(omw_TexCoord);
// desaturate RGB component
const vec3 luminance = vec3(0.299, 0.587, 0.144);
float gray = dot(luminance, scene.rgb);
omw_FragColor = vec4(mix(scene.rgb, vec3(gray), uDesaturationFactor), scene.a);
}
}
technique {
description = "Desaturates scene";
passes = desaturate;
version = "1.0";
author = "Fargoth";
passes = desaturate;
}
Types¶
SHADER_FLAG¶
Flag | Description |
---|---|
disable_interiors | Disable in interiors. |
disable_exteriors | Disable when in exteriors or interiors which behave like exteriors. |
disable_underwater | Disable when underwater. |
disable_abovewater | Disable when above water. |
disable_sunglare | Disables builtin sunglare. |
hidden | Shader does not show in the HUD. Useful for shaders driven by Lua API. |
BLEND_EQ¶
.omwfx | OpenGL |
---|---|
rgba_min | GL_MIN |
rgba_max | GL_MAX |
alpha_min | GL_ALPHA_MIN_SGIX |
alpha_max | GL_ALPHA_MAX_SGIX |
logic_op | GL_LOGIC_OP |
add | GL_FUNC_ADD |
subtract | GL_FUNC_SUBTRACT |
reverse_subtract | GL_FUNC_REVERSE_SUBTRACT |
BLEND_FUNC¶
.omwfx | OpenGL |
---|---|
dst_alpha | GL_DST_ALPHA |
dst_color | GL_DST_COLOR |
one | GL_ONE |
one_minus_dst_alpha | GL_ONE_MINUS_DST_ALPHA |
one_minus_dst_color | GL_ONE_MINUS_DST_COLOR |
one_minus_src_alpha | GL_ONE_MINUS_SRC_ALPHA |
one_minus_src_color | GL_ONE_MINUS_SRC_COLOR |
src_alpha | GL_SRC_ALPHA |
src_alpha_saturate | GL_SRC_ALPHA_SATURATE |
src_color | GL_SRC_COLOR |
constant_color | GL_CONSTANT_COLOR |
one_minus_constant_color | GL_ONE_MINUS_CONSTANT_COLOR |
constant_alpha | GL_CONSTANT_ALPHA |
one_minus_constant_alpha | GL_ONE_MINUS_CONSTANT_ALPHA |
zero | GL_ZERO |
INTERNAL_FORMAT¶
.omwfx | OpenGL |
---|---|
red | GL_RED |
r16f | GL_R16F |
r32f | GL_R32F |
rg | GL_RG |
rg16f | GL_RG16F |
rg32f | GL_RG32F |
rgb | GL_RGB |
rgb16f | GL_RGB16F |
rgb32f | GL_RGB32F |
rgba | GL_RGBA |
rgba16f | GL_RGBA16F |
rgba32f | GL_RGBA32F |
depth_component16 | GL_DEPTH_COMPONENT16 |
depth_component24 | GL_DEPTH_COMPONENT24 |
depth_component32 | GL_DEPTH_COMPONENT32 |
depth_component32f | GL_DEPTH_COMPONENT32F |
SOURCE_TYPE¶
.omwfx | OpenGL |
---|---|
byte | GL_BYTE |
unsigned_byte | GL_UNSIGNED_BYTE |
short | GL_SHORT |
unsigned_short | GL_UNSIGNED_SHORT |
int | GL_INT |
unsigned_int | GL_UNSIGNED_INT |
unsigned_int_24_8 | GL_UNSIGNED_INT_24_8 |
float | GL_FLOAT |
double | GL_DOUBLE |
SOURCE_FORMAT¶
.omwfx | OpenGL |
---|---|
red | GL_RED |
rg | GL_RG |
rgb | GL_RGB |
bgr | GL_BGR |
rgba | GL_RGBA |
bgra | GL_BGRA |
FILTER_MODE¶
.omwfx | OpenGL |
---|---|
linear | GL_LINEAR |
linear_mipmap_linear | GL_LINEAR_MIPMAP_LINEAR |
linear_mipmap_nearest | GL_LINEAR_MIPMAP_NEAREST |
nearest | GL_NEAREST |
nearest_mipmap_linear | GL_NEAREST_MIPMAP_LINEAR |
nearest_mipmap_nearest | GL_NEAREST_MIPMAP_NEAREST |
WRAP_MODE¶
.omwfx | OpenGL |
---|---|
clamp_to_edge | GL_CLAMP_TO_EDGE |
clamp_to_border | GL_CLAMP_TO_BORDER |
repeat | GL_REPEAT |
mirror | GL_MIRRORED_REPEAT |
COMPRESSION_MODE¶
.omwfx |
---|
auto |
arb |
s3tc_dxt1 |
s3tc_dxt3 |
s3tc_dxt5 |
pvrtc_2bpp |
pvrtc_4bpp |
etc |
etc2 |
rgtc1 |
rgtc2 |
s3tc_dxt1c |
s3tc_dxt1a |