SL-13768 clang-format class2 deferred skyF.glsl (whitespace)
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@ -1,24 +1,24 @@
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/**
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/**
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* @file class2/deferred/skyF.glsl
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*
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* $LicenseInfo:firstyear=2005&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2005, Linden Research, Inc.
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*
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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@ -32,13 +32,13 @@ uniform mat4 modelview_projection_matrix;
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// Inputs
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uniform vec3 camPosLocal;
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uniform vec4 lightnorm;
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uniform vec4 sunlight_color;
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uniform vec4 moonlight_color;
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uniform int sun_up_factor;
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uniform vec4 ambient_color;
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uniform vec4 blue_horizon;
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uniform vec4 blue_density;
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uniform vec4 lightnorm;
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uniform vec4 sunlight_color;
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uniform vec4 moonlight_color;
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uniform int sun_up_factor;
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uniform vec4 ambient_color;
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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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@ -47,7 +47,7 @@ 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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uniform vec4 glow;
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uniform float sun_moon_glow_factor;
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uniform vec4 cloud_color;
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@ -73,16 +73,16 @@ uniform float ice_level;
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vec3 rainbow(float d)
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{
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d = clamp(d, -1.0, 0.0);
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float rad = (droplet_radius - 5.0f) / 1024.0f;
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return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;
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d = clamp(d, -1.0, 0.0);
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float rad = (droplet_radius - 5.0f) / 1024.0f;
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return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;
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}
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vec3 halo22(float d)
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{
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d = clamp(d, 0.1, 1.0);
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float v = sqrt(clamp(1 - (d * d), 0, 1));
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return texture2D(halo_map, vec2(0, v)).rgb * ice_level;
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d = clamp(d, 0.1, 1.0);
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float v = sqrt(clamp(1 - (d * d), 0, 1));
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return texture2D(halo_map, vec2(0, v)).rgb * ice_level;
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}
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/// Soft clips the light with a gamma correction
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@ -90,21 +90,26 @@ vec3 scaleSoftClip(vec3 light);
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void main()
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{
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// World / view / projection
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// Get relative position (offset why?)
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vec3 rel_pos = pos.xyz - camPosLocal.xyz + vec3(0,50,0);
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vec3 rel_pos = pos.xyz - camPosLocal.xyz + vec3(0, 50, 0);
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// Adj position vector to clamp altitude
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if (rel_pos.y > 0.) { rel_pos *= (max_y / rel_pos.y); }
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if (rel_pos.y < 0.) { rel_pos *= (-32000. / rel_pos.y); }
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if (rel_pos.y > 0.)
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{
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rel_pos *= (max_y / rel_pos.y);
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}
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if (rel_pos.y < 0.)
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{
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rel_pos *= (-32000. / rel_pos.y);
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}
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// Normalized
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vec3 rel_pos_norm = normalize(rel_pos);
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float rel_pos_len = length(rel_pos);
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vec3 rel_pos_norm = normalize(rel_pos);
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float rel_pos_len = length(rel_pos);
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// Initialize temp variables
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vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
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vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
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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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@ -112,12 +117,12 @@ void main()
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// Calculate relative weights
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vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
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vec4 blue_weight = blue_density / combined_haze;
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vec4 haze_weight = haze_density / combined_haze;
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vec4 blue_weight = blue_density / combined_haze;
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vec4 haze_weight = haze_density / combined_haze;
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// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
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float off_axis = 1.0 / max(1e-6, max(0, rel_pos_norm.y) + lightnorm.y );
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sunlight *= exp( - light_atten * off_axis);
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float off_axis = 1.0 / max(1e-6, max(0, rel_pos_norm.y) + lightnorm.y);
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sunlight *= exp(-light_atten * off_axis);
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// Distance
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float density_dist = rel_pos_len * density_multiplier;
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@ -129,45 +134,45 @@ void main()
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// Compute haze glow
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float haze_glow = dot(rel_pos_norm, lightnorm.xyz);
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haze_glow = 1. - haze_glow;
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// haze_glow is 0 at the sun and increases away from sun
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haze_glow = max(haze_glow, .001);
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// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
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haze_glow = 1. - haze_glow;
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// haze_glow is 0 at the sun and increases away from sun
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haze_glow = max(haze_glow, .001);
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// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
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haze_glow *= glow.x;
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// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
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// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
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haze_glow = pow(haze_glow, 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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// 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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// For sun, add to glow. For moon, remove glow entirely. SL-13768
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haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25));
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// Haze color above cloud
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vec4 color = blue_horizon * blue_weight * (sunlight + ambient_color)
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+ haze_horizon * haze_weight * (sunlight * haze_glow + ambient_color);
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vec4 color = blue_horizon * blue_weight * (sunlight + ambient_color)
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+ haze_horizon * haze_weight * (sunlight * haze_glow + ambient_color);
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// Final atmosphere additive
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color *= (1. - combined_haze);
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// Increase ambient when there are more clouds
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// TODO 9/20: DJH what does this do? max(0,(1-ambient)) will change the color
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vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
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vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
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// Dim sunlight by cloud shadow percentage
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sunlight *= max(0.0, (1. - cloud_shadow));
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// Haze color below cloud
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vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient)
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vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient)
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+ haze_horizon * haze_weight * (sunlight * haze_glow + ambient);
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// Attenuate cloud color by atmosphere
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combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds
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combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
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// At horizon, blend high altitude sky color towards the darker color below the clouds
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color += (add_below_cloud - color) * (1. - sqrt(combined_haze));
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float optic_d = dot(rel_pos_norm, lightnorm.xyz);
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vec3 halo_22 = halo22(optic_d);
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vec3 halo_22 = halo22(optic_d);
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color.rgb += rainbow(optic_d);
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color.rgb += halo_22;
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color.rgb *= 2.;
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@ -175,7 +180,6 @@ void main()
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// Gamma correct for WL (soft clip effect).
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frag_data[0] = vec4(color.rgb, 1.0);
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frag_data[1] = vec4(0.0,0.0,0.0,0.0);
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frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog
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frag_data[1] = vec4(0.0, 0.0, 0.0, 0.0);
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frag_data[2] = vec4(0.0, 0.0, 0.0, 1.0); // 1.0 in norm.w masks off fog
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}
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