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@ -48,13 +48,13 @@ vec3 linear_to_srgb(vec3 cs);
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#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#define frag_color gl_FragColor
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#endif
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#ifdef HAS_SUN_SHADOW
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float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
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float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
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#endif
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uniform samplerCube environmentMap;
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@ -86,12 +86,12 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
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{
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vec3 col = vec3(0);
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//get light vector
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vec3 lv = lp.xyz-v;
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//get light vector
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vec3 lv = lp.xyz-v;
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//get distance
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float dist = length(lv);
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float da = 1.0;
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//get distance
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float dist = length(lv);
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float da = 1.0;
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dist /= la;
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@ -108,14 +108,14 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
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return col;
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}*/
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if (dist > 0.0 && la > 0.0)
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{
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//normalize light vector
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lv = normalize(lv);
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//distance attenuation
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float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
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dist_atten *= dist_atten;
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if (dist > 0.0 && la > 0.0)
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{
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//normalize light vector
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lv = normalize(lv);
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//distance attenuation
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float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
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dist_atten *= dist_atten;
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dist_atten *= 2.0f;
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if (dist_atten <= 0.0)
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@ -123,19 +123,19 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
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return col;
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}
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// spotlight coefficient.
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float spot = max(dot(-ln, lv), is_pointlight);
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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// spotlight coefficient.
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float spot = max(dot(-ln, lv), is_pointlight);
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= dot(n, lv);
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//angular attenuation
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da *= dot(n, lv);
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float lit = 0.0f;
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float lit = 0.0f;
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float amb_da = ambiance;
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if (da >= 0)
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{
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lit = max(da * dist_atten,0.0);
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lit = max(da * dist_atten,0.0);
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col = lit * light_col * diffuse;
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amb_da += (da*0.5+0.5) * ambiance;
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}
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@ -146,35 +146,35 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
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// SL-10969 need to see why these are blown out
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//col.rgb += amb_da * light_col * diffuse;
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if (spec.a > 0.0)
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{
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//vec3 ref = dot(pos+lv, norm);
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vec3 h = normalize(lv+npos);
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float nh = dot(n, h);
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float nv = dot(n, npos);
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float vh = dot(npos, h);
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float sa = nh;
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float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
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if (spec.a > 0.0)
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{
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//vec3 ref = dot(pos+lv, norm);
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vec3 h = normalize(lv+npos);
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float nh = dot(n, h);
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float nv = dot(n, npos);
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float vh = dot(npos, h);
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float sa = nh;
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float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
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float gtdenom = 2 * nh;
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float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
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if (nh > 0.0)
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{
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float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
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vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
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float gtdenom = 2 * nh;
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float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
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if (nh > 0.0)
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{
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float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
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vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
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speccol = clamp(speccol, vec3(0), vec3(1));
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col += speccol;
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col += speccol;
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float cur_glare = max(speccol.r, speccol.g);
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cur_glare = max(cur_glare, speccol.b);
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glare = max(glare, speccol.r);
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glare += max(cur_glare, 0.0);
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}
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}
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}
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float cur_glare = max(speccol.r, speccol.g);
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cur_glare = max(cur_glare, speccol.b);
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glare = max(glare, speccol.r);
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glare += max(cur_glare, 0.0);
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}
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}
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}
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return max(col, vec3(0.0,0.0,0.0));
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return max(col, vec3(0.0,0.0,0.0));
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}
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#else
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@ -218,7 +218,7 @@ VARYING vec2 vary_texcoord0;
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vec2 encode_normal(vec3 n);
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void main()
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void main()
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{
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vec2 pos_screen = vary_texcoord0.xy;
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@ -272,12 +272,13 @@ void main()
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#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_EMISSIVE)
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final_color.a = diffuse_linear.a;
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final_color.rgb *= 0.5;
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#endif
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final_color.a = max(final_color.a, emissive_brightness);
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// Texture
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// [x] Full Bright Object
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// [x] Full Bright (emissive_brightness >= 1.0)
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// Shininess (specular)
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// [X] Texture
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// Environment Intensity = 1
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@ -292,14 +293,24 @@ void main()
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// We remap the environment intensity to closely simulate what non-EEP is doing.
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// At midnight the brightness is exact.
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// At midday the brightness is very close.
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#ifdef HAS_SKIN
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vec4 final_normal = vec4(abnormal, env_intensity, 0.0);
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#else
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float ei = env_intensity*0.5 + 0.5;
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vec4 final_normal = vec4(abnormal, ei, 0.0);
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vec3 color = vec3(0.0);
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float al = 0.0;
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if (emissive_brightness >= 1.0)
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{
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#ifdef HAS_SPECULAR_MAP
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float ei = env_intensity*0.5 + 0.5;
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final_normal = vec4(abnormal, ei, 0.0);
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#endif
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color.rgb = final_color.rgb;
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al = vertex_color.a;
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}
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vec4 final_specular = spec;
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final_specular.a = specular_color.a;
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#ifdef HAS_SPECULAR_MAP
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@ -307,167 +318,173 @@ void main()
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final_normal.z *= spec.a;
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#endif
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#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
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//forward rendering, output just lit RGBA
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vec3 pos = vary_position;
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float shadow = 1.0f;
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#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
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if (emissive_brightness < 1.0)
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{
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//forward rendering, output just lit RGBA
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vec3 pos = vary_position;
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float shadow = 1.0f;
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#ifdef HAS_SUN_SHADOW
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shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
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shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
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#endif
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spec = final_specular;
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float envIntensity = final_normal.z;
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spec = final_specular;
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vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
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float envIntensity = final_normal.z;
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vec3 color = vec3(0.0);
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vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
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float bloom = 0.0;
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vec3 sunlit;
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vec3 amblit;
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vec3 additive;
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vec3 atten;
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float bloom = 0.0;
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vec3 sunlit;
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vec3 amblit;
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vec3 additive;
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vec3 atten;
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calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
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calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
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vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
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vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
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float da = dot(norm.xyz, normalize(light_dir.xyz));
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float final_da = clamp(da, 0.0, 1.0);
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float da = dot(norm.xyz, normalize(light_dir.xyz));
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float final_da = clamp(da, 0.0, 1.0);
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float ambient = da;
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ambient *= 0.5;
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ambient *= ambient;
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ambient = (1.0 - ambient);
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float ambient = da;
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ambient *= 0.5;
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ambient *= ambient;
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ambient = (1.0 - ambient);
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vec3 sun_contrib = min(final_da, shadow) * sunlit;
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// vec3 debug_sun_contrib = sun_contrib;
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vec3 sun_contrib = min(final_da, shadow) * sunlit;
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#if !defined(AMBIENT_KILL)
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color.rgb = amblit;
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color.rgb *= ambient;
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color.rgb = amblit;
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color.rgb *= ambient;
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#endif
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vec3 post_ambient = color.rgb;
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//vec3 debug_post_ambient = color.rgb;
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#if !defined(SUNLIGHT_KILL)
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color.rgb += sun_contrib;
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color.rgb += sun_contrib;
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#endif
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vec3 post_sunlight = color.rgb;
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//vec3 debug_post_sunlight = color.rgb;
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color.rgb *= diffuse_srgb.rgb;
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vec3 post_diffuse = color.rgb;
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//color.rgb *= diffuse_srgb.rgb;
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color.rgb *= diffuse_linear.rgb; // SL-12006
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float glare = 0.0;
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//vec3 debug_post_diffuse = color.rgb;
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if (spec.a > 0.0) // specular reflection
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{
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vec3 npos = -normalize(pos.xyz);
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float glare = 0.0;
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//vec3 ref = dot(pos+lv, norm);
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vec3 h = normalize(light_dir.xyz+npos);
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float nh = dot(norm.xyz, h);
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float nv = dot(norm.xyz, npos);
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float vh = dot(npos, h);
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float sa = nh;
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float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
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float gtdenom = 2 * nh;
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float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
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if (nh > 0.0)
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if (spec.a > 0.0) // specular reflection
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{
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float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
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vec3 sp = sun_contrib*scol / 16.0f;
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sp = clamp(sp, vec3(0), vec3(1));
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bloom = dot(sp, sp) / 6.0;
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vec3 npos = -normalize(pos.xyz);
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//vec3 ref = dot(pos+lv, norm);
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vec3 h = normalize(light_dir.xyz+npos);
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float nh = dot(norm.xyz, h);
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float nv = dot(norm.xyz, npos);
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float vh = dot(npos, h);
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float sa = nh;
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float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
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float gtdenom = 2 * nh;
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float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
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if (nh > 0.0)
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{
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float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
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vec3 sp = sun_contrib*scol / 16.0f;
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sp = clamp(sp, vec3(0), vec3(1));
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bloom = dot(sp, sp) / 6.0;
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#if !defined(SUNLIGHT_KILL)
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color += sp * spec.rgb;
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color += sp * spec.rgb;
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#endif
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}
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}
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}
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vec3 post_spec = color.rgb;
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//vec3 debug_post_spec = color.rgb;
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if (envIntensity > 0.0)
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{
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//add environmentmap
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vec3 env_vec = env_mat * refnormpersp;
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vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
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if (envIntensity > 0.0)
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{
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//add environmentmap
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vec3 env_vec = env_mat * refnormpersp;
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vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
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#if !defined(SUNLIGHT_KILL)
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color = mix(color.rgb, reflected_color, envIntensity);
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color = mix(color.rgb, reflected_color, envIntensity);
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#endif
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float cur_glare = max(reflected_color.r, reflected_color.g);
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cur_glare = max(cur_glare, reflected_color.b);
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cur_glare *= envIntensity*4.0;
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glare += cur_glare;
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}
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float cur_glare = max(reflected_color.r, reflected_color.g);
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cur_glare = max(cur_glare, reflected_color.b);
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cur_glare *= envIntensity*4.0;
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glare += cur_glare;
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}
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vec3 post_env = color.rgb;
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//vec3 debug_post_env = color.rgb;
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color = atmosFragLighting(color, additive, atten);
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color = atmosFragLighting(color, additive, atten);
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//convert to linear space before adding local lights
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color = srgb_to_linear(color);
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//convert to linear space before adding local lights
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color = srgb_to_linear(color);
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vec3 post_atmo = color.rgb;
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//vec3 debug_post_atmo = color.rgb;
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vec3 npos = normalize(-pos.xyz);
|
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vec3 light = vec3(0,0,0);
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vec3 npos = normalize(-pos.xyz);
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#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );
|
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vec3 light = vec3(0,0,0);
|
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|
LIGHT_LOOP(1)
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|
LIGHT_LOOP(2)
|
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|
LIGHT_LOOP(3)
|
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|
LIGHT_LOOP(4)
|
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|
LIGHT_LOOP(5)
|
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|
LIGHT_LOOP(6)
|
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|
LIGHT_LOOP(7)
|
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|
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );
|
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|
glare = min(glare, 1.0);
|
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|
float al = max(diffuse_linear.a,glare)*vertex_color.a;
|
|
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|
|
LIGHT_LOOP(1)
|
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|
LIGHT_LOOP(2)
|
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|
LIGHT_LOOP(3)
|
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|
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|
LIGHT_LOOP(4)
|
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|
LIGHT_LOOP(5)
|
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|
LIGHT_LOOP(6)
|
|
|
|
|
LIGHT_LOOP(7)
|
|
|
|
|
|
|
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|
|
glare = min(glare, 1.0);
|
|
|
|
|
al = max(diffuse_linear.a,glare)*vertex_color.a;
|
|
|
|
|
|
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|
|
|
#if !defined(LOCAL_LIGHT_KILL)
|
|
|
|
|
color.rgb += light.rgb;
|
|
|
|
|
color.rgb += light.rgb;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
color = scaleSoftClipFrag(color);
|
|
|
|
|
color = scaleSoftClipFrag(color);
|
|
|
|
|
|
|
|
|
|
// (only) post-deferred needs inline gamma correction
|
|
|
|
|
color.rgb = linear_to_srgb(color.rgb);
|
|
|
|
|
// (only) post-deferred needs inline gamma correction
|
|
|
|
|
color.rgb = linear_to_srgb(color.rgb);
|
|
|
|
|
|
|
|
|
|
//color.rgb = amblit;
|
|
|
|
|
//color.rgb = vec3(ambient);
|
|
|
|
|
//color.rgb = sunlit;
|
|
|
|
|
//color.rgb = post_ambient;
|
|
|
|
|
//color.rgb = debug_post_ambient;
|
|
|
|
|
//color.rgb = vec3(final_da);
|
|
|
|
|
//color.rgb = sun_contrib;
|
|
|
|
|
//color.rgb = post_sunlight;
|
|
|
|
|
//color.rgb = debug_sun_contrib;
|
|
|
|
|
//color.rgb = debug_post_sunlight;
|
|
|
|
|
//color.rgb = diffuse_srgb.rgb;
|
|
|
|
|
//color.rgb = post_diffuse;
|
|
|
|
|
//color.rgb = post_spec;
|
|
|
|
|
//color.rgb = post_env;
|
|
|
|
|
//color.rgb = post_atmo;
|
|
|
|
|
//color.rgb = debug_post_diffuse;
|
|
|
|
|
//color.rgb = debug_post_spec;
|
|
|
|
|
//color.rgb = debug_post_env;
|
|
|
|
|
//color.rgb = debug_post_atmo;
|
|
|
|
|
|
|
|
|
|
#ifdef WATER_FOG
|
|
|
|
|
vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al));
|
|
|
|
|
color.rgb = temp.rgb;
|
|
|
|
|
al = temp.a;
|
|
|
|
|
vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al));
|
|
|
|
|
color.rgb = temp.rgb;
|
|
|
|
|
al = temp.a;
|
|
|
|
|
#endif
|
|
|
|
|
} // !fullbright
|
|
|
|
|
|
|
|
|
|
frag_color.rgb = color.rgb;
|
|
|
|
|
frag_color.a = al;
|
|
|
|
|
|
|
|
|
|
#else
|
|
|
|
|
#else // if DIFFUSE_ALPHA_MODE_BLEND ...
|
|
|
|
|
|
|
|
|
|
// deferred path
|
|
|
|
|
frag_data[0] = final_color;
|
|
|
|
|
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
|
|
|
|
|
@ -475,4 +492,3 @@ vec3 post_atmo = color.rgb;
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|