Fix for bad fullbright shiny shininess values and inconsistency between materialF and fullbrightShinyF
parent
3e472948db
commit
3d22273726
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@ -1370,7 +1370,7 @@ void LLRender::syncMatrices()
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}
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if (shader->mFeatures.hasLighting || shader->mFeatures.calculatesLighting)
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if (shader->mFeatures.hasLighting || shader->mFeatures.calculatesLighting || shader->mFeatures.calculatesAtmospherics)
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{ //also sync light state
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syncLightState();
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}
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@ -38,12 +38,20 @@ uniform sampler2D diffuseMap;
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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VARYING vec3 vary_texcoord1;
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VARYING vec4 vary_position;
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uniform samplerCube environmentMap;
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vec3 fullbrightShinyAtmosTransport(vec3 light);
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vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
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vec3 fullbrightScaleSoftClip(vec3 light);
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void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
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vec3 linear_to_srgb(vec3 c);
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vec3 srgb_to_linear(vec3 c);
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void main()
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{
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#ifdef HAS_DIFFUSE_LOOKUP
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@ -52,20 +60,28 @@ void main()
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vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
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#endif
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color.rgb *= vertex_color.rgb;
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vec3 pos = vary_position.xyz/vary_position.w;
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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, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
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vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
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color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
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float env_intensity = vertex_color.a;
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color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
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color.rgb = pow(color.rgb,vec3(2.2f,2.2f,2.2f));
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//color.rgb = srgb_to_linear(color.rgb);
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color.rgb = fullbrightShinyAtmosTransport(color.rgb);
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color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
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color.rgb = fullbrightScaleSoftClip(color.rgb);
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color.a = 1.0;
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color.rgb = pow(color.rgb, vec3(1.0/2.2));
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//color.rgb = linear_to_srgb(color.rgb);
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frag_color = color;
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}
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@ -45,7 +45,7 @@ ATTRIBUTE vec2 texcoord0;
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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VARYING vec3 vary_texcoord1;
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VARYING vec4 vary_position;
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void main()
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{
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@ -53,7 +53,7 @@ void main()
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vec4 vert = vec4(position.xyz,1.0);
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passTextureIndex();
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vec4 pos = (modelview_matrix * vert);
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gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
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vary_position = gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
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vec3 norm = normalize(normal_matrix * normal);
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vec3 ref = reflect(pos.xyz, -norm);
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@ -24,6 +24,12 @@
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*/
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// VARYING param funcs
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uniform vec3 sun_dir;
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uniform vec3 moon_dir;
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uniform int sun_up_factor;
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void setSunlitColor(vec3 v);
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void setAmblitColor(vec3 v);
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void setAdditiveColor(vec3 v);
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@ -32,124 +38,19 @@ void setPositionEye(vec3 v);
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vec3 getAdditiveColor();
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//VARYING vec4 vary_CloudUVs;
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//VARYING float vary_CloudDensity;
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// Inputs
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uniform vec4 morphFactor;
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uniform vec3 camPosLocal;
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//uniform vec4 camPosWorld;
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uniform vec4 lightnorm;
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uniform vec4 sunlight_color;
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uniform vec4 ambient;
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uniform vec4 blue_horizon;
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uniform vec4 blue_density;
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uniform float haze_horizon;
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uniform float haze_density;
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uniform float cloud_shadow;
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uniform float density_multiplier;
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uniform float distance_multiplier;
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uniform float max_y;
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uniform vec4 glow;
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void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
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void calcAtmospherics(vec3 inPositionEye) {
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vec3 P = inPositionEye;
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setPositionEye(P);
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//(TERRAIN) limit altitude
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if (P.y > max_y) P *= (max_y / P.y);
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if (P.y < -max_y) P *= (-max_y / P.y);
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vec3 tmpLightnorm = lightnorm.xyz;
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vec3 Pn = normalize(P);
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float Plen = length(P);
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vec4 temp1 = vec4(0);
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vec3 temp2 = vec3(0);
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vec4 blue_weight;
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vec4 haze_weight;
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vec4 sunlight = sunlight_color;
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vec4 light_atten;
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//sunlight attenuation effect (hue and brightness) due to atmosphere
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//this is used later for sunlight modulation at various altitudes
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light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
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//I had thought blue_density and haze_density should have equal weighting,
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//but attenuation due to haze_density tends to seem too strong
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temp1 = blue_density + vec4(haze_density);
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blue_weight = blue_density / temp1;
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haze_weight = vec4(haze_density) / temp1;
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//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
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temp2.y = max(0.0, tmpLightnorm.y);
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temp2.y = 1. / temp2.y;
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sunlight *= exp( - light_atten * temp2.y);
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// main atmospheric scattering line integral
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temp2.z = Plen * density_multiplier;
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// Transparency (-> temp1)
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// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
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// compiler gets confused.
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temp1 = exp(-temp1 * temp2.z * distance_multiplier);
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//final atmosphere attenuation factor
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setAtmosAttenuation(temp1.rgb);
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//vary_AtmosAttenuation = distance_multiplier / 10000.;
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//vary_AtmosAttenuation = density_multiplier * 100.;
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//vary_AtmosAttenuation = vec4(Plen / 100000., 0., 0., 1.);
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//compute haze glow
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//(can use temp2.x as temp because we haven't used it yet)
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temp2.x = dot(Pn, tmpLightnorm.xyz);
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temp2.x = 1. - temp2.x;
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//temp2.x is 0 at the sun and increases away from sun
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temp2.x = max(temp2.x, .03); //was glow.y
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//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
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temp2.x *= glow.x;
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//higher glow.x gives dimmer glow (because next step is 1 / "angle")
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temp2.x = pow(temp2.x, glow.z);
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//glow.z should be negative, so we're doing a sort of (1 / "angle") function
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//add "minimum anti-solar illumination"
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temp2.x += .25;
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//increase ambient when there are more clouds
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vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
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//haze color
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setAdditiveColor(
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vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
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+ (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
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+ tmpAmbient)));
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//brightness of surface both sunlight and ambient
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setSunlitColor(vec3(sunlight * .5));
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setAmblitColor(vec3(tmpAmbient * .25));
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setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
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// vary_SunlitColor = vec3(0);
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// vary_AmblitColor = vec3(0);
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// vary_AdditiveColor = vec4(Pn, 1.0);
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/*
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const float cloudShadowScale = 100.;
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// Get cloud uvs for shadowing
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vec3 cloudPos = inPositionEye + camPosWorld - cloudShadowScale / 2.;
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vary_CloudUVs.xy = cloudPos.xz / cloudShadowScale;
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// We can take uv1 and multiply it by (TerrainSpan / CloudSpan)
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// cloudUVs *= (((worldMaxZ - worldMinZ) * 20) /40000.);
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vary_CloudUVs *= (10000./40000.);
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// Offset by sun vector * (CloudAltitude / CloudSpan)
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vary_CloudUVs.x += tmpLightnorm.x / tmpLightnorm.y * (3000./40000.);
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vary_CloudUVs.y += tmpLightnorm.z / tmpLightnorm.y * (3000./40000.);
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*/
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vec3 P = inPositionEye;
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setPositionEye(P);
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vec3 tmpsunlit = vec3(1);
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vec3 tmpamblit = vec3(1);
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vec3 tmpaddlit = vec3(1);
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vec3 tmpattenlit = vec3(1);
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vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
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calcAtmosphericVars(inPositionEye, light_dir, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, false);
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setSunlitColor(tmpsunlit);
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setAmblitColor(tmpamblit);
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setAdditiveColor(tmpaddlit);
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setAtmosAttenuation(tmpattenlit);
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}
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@ -1423,9 +1423,9 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
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static const GLfloat SHININESS_TO_ALPHA[4] =
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{
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0.0000f,
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0.3333f,
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0.6666f,
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1.0000f
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0.25f,
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0.5f,
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0.75f
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};
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llassert(tep->getShiny() <= 3);
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@ -2146,8 +2146,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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{
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gDeferredFullbrightShinyProgram.mName = "Deferred FullbrightShiny Shader";
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gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
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gDeferredFullbrightShinyProgram.mFeatures.hasAtmospherics = true;
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gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true;
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gDeferredFullbrightShinyProgram.mFeatures.hasTransport = true;
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gDeferredFullbrightShinyProgram.mFeatures.hasSrgb = true;
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gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels-1;
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gDeferredFullbrightShinyProgram.mShaderFiles.clear();
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gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
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@ -2161,6 +2163,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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{
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gDeferredSkinnedFullbrightProgram.mName = "Skinned Fullbright Shader";
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gDeferredSkinnedFullbrightProgram.mFeatures.calculatesAtmospherics = true;
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gDeferredSkinnedFullbrightProgram.mFeatures.hasAtmospherics = true;
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gDeferredSkinnedFullbrightProgram.mFeatures.hasGamma = true;
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gDeferredSkinnedFullbrightProgram.mFeatures.hasTransport = true;
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gDeferredSkinnedFullbrightProgram.mFeatures.hasObjectSkinning = true;
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@ -2178,10 +2181,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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{
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gDeferredSkinnedFullbrightShinyProgram.mName = "Skinned Fullbright Shiny Shader";
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gDeferredSkinnedFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
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gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasAtmospherics = true;
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gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasGamma = true;
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gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasTransport = true;
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gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasObjectSkinning = true;
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gDeferredSkinnedFullbrightShinyProgram.mFeatures.disableTextureIndex = true;
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gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasSrgb = true;
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gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.clear();
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gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
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