merge
commit
1a987e8d32
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@ -270,7 +270,6 @@ void main()
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vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
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float scol = max(scol_ambocc.r, diffuse.a);
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float ambocc = scol_ambocc.g;
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float glowresult = 0.0;
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calcAtmospherics(pos.xyz, ambocc);
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@ -286,7 +285,6 @@ void main()
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vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
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float sa = dot(refnormpersp, vary_light.xyz);
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vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
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glowresult = 0.08 * dot(dumbshiny.rgb, spec.rgb);
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// screen-space cheap fakey reflection map
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//
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@ -336,5 +334,5 @@ void main()
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col = scaleSoftClip(col);
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gl_FragColor.rgb = col;
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gl_FragColor.a = glowresult;
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gl_FragColor.a = 0.0;
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}
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@ -269,7 +269,6 @@ void main()
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vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
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float scol = max(scol_ambocc.r, diffuse.a);
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float ambocc = scol_ambocc.g;
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float glowresult = 0.0;
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calcAtmospherics(pos.xyz, ambocc);
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@ -285,7 +284,6 @@ void main()
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vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
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float sa = dot(refnormpersp, vary_light.xyz);
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vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
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glowresult = 0.08 * dot(dumbshiny.rgb, spec.rgb);
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// screen-space cheap fakey reflection map
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//
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@ -336,5 +334,5 @@ void main()
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col = scaleSoftClip(col);
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gl_FragColor.rgb = col;
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gl_FragColor.a = glowresult;
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gl_FragColor.a = 0.0;
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}
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@ -272,7 +272,6 @@ void main()
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vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
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float scol = max(scol_ambocc.r, diffuse.a);
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float ambocc = scol_ambocc.g;
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float glowresult = 0.0;
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calcAtmospherics(pos.xyz, ambocc);
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@ -288,7 +287,6 @@ void main()
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vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
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float sa = dot(refnormpersp, vary_light.xyz);
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vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).a;
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glowresult = 0.08 * dot(dumbshiny.rgb, spec.rgb);
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// screen-space cheap fakey reflection map
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//
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@ -342,7 +340,7 @@ void main()
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gl_FragColor.rgb = col;
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//gl_FragColor.rgb = gi_col.rgb;
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gl_FragColor.a = glowresult;
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gl_FragColor.a = 0.0;
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//gl_FragColor.rg = scol_ambocc.rg;
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//gl_FragColor.rgb = texture2DRect(lightMap, vary_fragcoord.xy).rgb;
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