Fix line endings?
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/**
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* @file materialF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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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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* 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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* 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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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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/*[EXTRA_CODE_HERE]*/
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//class1/deferred/materialF.glsl
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// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass.
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#define DIFFUSE_ALPHA_MODE_NONE 0
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#define DIFFUSE_ALPHA_MODE_BLEND 1
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#define DIFFUSE_ALPHA_MODE_MASK 2
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#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
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uniform float emissive_brightness;
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uniform int sun_up_factor;
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#ifdef WATER_FOG
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vec4 applyWaterFogView(vec3 pos, vec4 color);
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#endif
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vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
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vec3 scaleSoftClipFrag(vec3 l);
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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 srgb_to_linear(vec3 cs);
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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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#else
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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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#endif
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uniform samplerCube environmentMap;
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uniform sampler2D lightFunc;
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// Inputs
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uniform vec4 morphFactor;
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uniform vec3 camPosLocal;
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uniform mat3 env_mat;
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uniform vec3 sun_dir;
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uniform vec3 moon_dir;
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VARYING vec2 vary_fragcoord;
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VARYING vec3 vary_position;
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uniform mat4 proj_mat;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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uniform vec4 light_position[8];
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uniform vec3 light_direction[8];
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uniform vec4 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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float getAmbientClamp();
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vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
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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 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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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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{
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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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//angular attenuation
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da *= dot(n, lv);
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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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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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amb_da += (da*da*0.5 + 0.5) * ambiance;
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amb_da *= dist_atten;
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amb_da = min(amb_da, 1.0f - lit);
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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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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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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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}
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#else
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_data[3];
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#else
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#define frag_data gl_FragData
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#endif
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#endif
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uniform sampler2D diffuseMap; //always in sRGB space
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#ifdef HAS_NORMAL_MAP
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uniform sampler2D bumpMap;
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#endif
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#ifdef HAS_SPECULAR_MAP
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uniform sampler2D specularMap;
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VARYING vec2 vary_texcoord2;
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#endif
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uniform float env_intensity;
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uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha
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#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
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uniform float minimum_alpha;
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#endif
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#ifdef HAS_NORMAL_MAP
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VARYING vec3 vary_mat0;
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VARYING vec3 vary_mat1;
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VARYING vec3 vary_mat2;
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VARYING vec2 vary_texcoord1;
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#else
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VARYING vec3 vary_normal;
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#endif
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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vec2 encode_normal(vec3 n);
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void main()
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{
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vec2 pos_screen = vary_texcoord0.xy;
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vec4 diffuse_tap = texture2D(diffuseMap, vary_texcoord0.xy);
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diffuse_tap.rgb *= vertex_color.rgb;
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//diffuse_tap = vec4(1,1,1,1);
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//#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
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vec4 diffuse_srgb = diffuse_tap;
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vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
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/*#else
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vec4 diffuse_linear = diffuse_tap;
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vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a);
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#endif*/
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#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
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if (diffuse_linear.a < minimum_alpha)
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{
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discard;
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}
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#endif
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#ifdef HAS_SPECULAR_MAP
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vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
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spec.rgb *= specular_color.rgb;
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#else
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vec4 spec = vec4(specular_color.rgb, 1.0);
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#endif
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vec3 norm = vec3(0);
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float bmap_specular = 1.0;
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#ifdef HAS_NORMAL_MAP
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vec4 bump_sample = texture2D(bumpMap, vary_texcoord1.xy);
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norm = (bump_sample.xyz * 2) - vec3(1);
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bmap_specular = bump_sample.w;
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// convert sampled normal to tangent space normal
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norm = vec3(dot(norm, vary_mat0),
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dot(norm, vary_mat1),
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dot(norm, vary_mat2));
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#else
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norm = vary_normal;
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#endif
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norm = normalize(norm);
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vec2 abnormal = encode_normal(norm);
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vec4 final_color = vec4(diffuse_linear.rgb, 0.0);
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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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#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 (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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// NOTE: There are two shaders that are used depending on the EI byte value:
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// EI = 0 fullbright
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// EI > 0 .. 255 material
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// When it is passed to us it is normalized.
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// We can either modify the output environment intensity
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// OR
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// adjust the final color via:
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// final_color *= 0.666666;
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// We don't remap the environment intensity but adjust the final color to closely simulate what non-EEP is doing.
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vec4 final_normal = vec4(abnormal, env_intensity, 0.0);
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vec3 color = vec3(0.0);
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float al = 0;
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#ifdef HAS_SPECULAR_MAP
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if (emissive_brightness >= 1.0)
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{
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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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}
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#endif
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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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final_specular.a *= bmap_specular;
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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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{
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//forward rendering, output just lit sRGBA
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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, 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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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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calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
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vec3 refnormpersp = normalize(reflect(pos.xyz, norm));
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float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 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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vec3 sun_contrib = min(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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#endif
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#if !defined(SUNLIGHT_KILL)
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color.rgb += sun_contrib;
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#endif
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color.rgb *= diffuse_linear.rgb;
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float glare = 0.0;
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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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//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, h);
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float nv = dot(norm, 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 / 6.0f;
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sp = clamp(sp, vec3(0), vec3(1));
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bloom = dot(sp, sp) / 4.0;
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#if !defined(SUNLIGHT_KILL)
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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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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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#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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color = atmosFragLighting(color, additive, atten);
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vec3 npos = normalize(-pos.xyz);
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vec3 light = vec3(0,0,0);
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#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm, 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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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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glare = min(glare, 1.0);
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al = max(diffuse_linear.a,glare)*vertex_color.a;
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#if !defined(LOCAL_LIGHT_KILL)
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color.rgb += light.rgb;
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#endif
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color = scaleSoftClipFrag(color);
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/*#ifdef WATER_FOG
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vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al));
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color.rgb = temp.rgb;
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al = temp.a;
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#endif*/
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}
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color.rgb = linear_to_srgb(color.rgb);
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frag_color = vec4(color, al);
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#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
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// deferred path
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frag_data[0] = vec4(linear_to_srgb(final_color.rgb), final_color.a); //gbuffer is sRGB
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frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
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frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
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#endif
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}
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/**
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* @file materialF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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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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* 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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* 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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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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/*[EXTRA_CODE_HERE]*/
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//class1/deferred/materialF.glsl
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// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass.
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#define DIFFUSE_ALPHA_MODE_NONE 0
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#define DIFFUSE_ALPHA_MODE_BLEND 1
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#define DIFFUSE_ALPHA_MODE_MASK 2
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#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
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uniform float emissive_brightness;
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uniform int sun_up_factor;
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#ifdef WATER_FOG
|
||||
vec4 applyWaterFogView(vec3 pos, vec4 color);
|
||||
#endif
|
||||
|
||||
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
|
||||
vec3 scaleSoftClipFrag(vec3 l);
|
||||
|
||||
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
|
||||
|
||||
vec3 srgb_to_linear(vec3 cs);
|
||||
vec3 linear_to_srgb(vec3 cs);
|
||||
|
||||
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
#else
|
||||
#define frag_color gl_FragColor
|
||||
#endif
|
||||
|
||||
#ifdef HAS_SUN_SHADOW
|
||||
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
|
||||
#endif
|
||||
|
||||
uniform samplerCube environmentMap;
|
||||
uniform sampler2D lightFunc;
|
||||
|
||||
// Inputs
|
||||
uniform vec4 morphFactor;
|
||||
uniform vec3 camPosLocal;
|
||||
uniform mat3 env_mat;
|
||||
|
||||
uniform vec3 sun_dir;
|
||||
uniform vec3 moon_dir;
|
||||
VARYING vec2 vary_fragcoord;
|
||||
|
||||
VARYING vec3 vary_position;
|
||||
|
||||
uniform mat4 proj_mat;
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
uniform vec4 light_position[8];
|
||||
uniform vec3 light_direction[8];
|
||||
uniform vec4 light_attenuation[8];
|
||||
uniform vec3 light_diffuse[8];
|
||||
|
||||
float getAmbientClamp();
|
||||
|
||||
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
|
||||
{
|
||||
vec3 col = vec3(0);
|
||||
|
||||
//get light vector
|
||||
vec3 lv = lp.xyz-v;
|
||||
|
||||
//get distance
|
||||
float dist = length(lv);
|
||||
float da = 1.0;
|
||||
|
||||
dist /= la;
|
||||
|
||||
if (dist > 0.0 && la > 0.0)
|
||||
{
|
||||
//normalize light vector
|
||||
lv = normalize(lv);
|
||||
|
||||
//distance attenuation
|
||||
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
|
||||
dist_atten *= dist_atten;
|
||||
dist_atten *= 2.0f;
|
||||
|
||||
if (dist_atten <= 0.0)
|
||||
{
|
||||
return col;
|
||||
}
|
||||
|
||||
// spotlight coefficient.
|
||||
float spot = max(dot(-ln, lv), is_pointlight);
|
||||
da *= spot*spot; // GL_SPOT_EXPONENT=2
|
||||
|
||||
//angular attenuation
|
||||
da *= dot(n, lv);
|
||||
|
||||
float lit = 0.0f;
|
||||
|
||||
float amb_da = ambiance;
|
||||
if (da >= 0)
|
||||
{
|
||||
lit = max(da * dist_atten,0.0);
|
||||
col = lit * light_col * diffuse;
|
||||
amb_da += (da*0.5+0.5) * ambiance;
|
||||
}
|
||||
amb_da += (da*da*0.5 + 0.5) * ambiance;
|
||||
amb_da *= dist_atten;
|
||||
amb_da = min(amb_da, 1.0f - lit);
|
||||
|
||||
// SL-10969 need to see why these are blown out
|
||||
//col.rgb += amb_da * light_col * diffuse;
|
||||
|
||||
if (spec.a > 0.0)
|
||||
{
|
||||
//vec3 ref = dot(pos+lv, norm);
|
||||
vec3 h = normalize(lv+npos);
|
||||
float nh = dot(n, h);
|
||||
float nv = dot(n, npos);
|
||||
float vh = dot(npos, h);
|
||||
float sa = nh;
|
||||
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
|
||||
|
||||
float gtdenom = 2 * nh;
|
||||
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
|
||||
|
||||
if (nh > 0.0)
|
||||
{
|
||||
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
|
||||
vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
|
||||
speccol = clamp(speccol, vec3(0), vec3(1));
|
||||
col += speccol;
|
||||
|
||||
float cur_glare = max(speccol.r, speccol.g);
|
||||
cur_glare = max(cur_glare, speccol.b);
|
||||
glare = max(glare, speccol.r);
|
||||
glare += max(cur_glare, 0.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return max(col, vec3(0.0,0.0,0.0));
|
||||
}
|
||||
|
||||
#else
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_data[3];
|
||||
#else
|
||||
#define frag_data gl_FragData
|
||||
#endif
|
||||
#endif
|
||||
|
||||
uniform sampler2D diffuseMap; //always in sRGB space
|
||||
|
||||
#ifdef HAS_NORMAL_MAP
|
||||
uniform sampler2D bumpMap;
|
||||
#endif
|
||||
|
||||
#ifdef HAS_SPECULAR_MAP
|
||||
uniform sampler2D specularMap;
|
||||
|
||||
VARYING vec2 vary_texcoord2;
|
||||
#endif
|
||||
|
||||
uniform float env_intensity;
|
||||
uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha
|
||||
|
||||
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
|
||||
uniform float minimum_alpha;
|
||||
#endif
|
||||
|
||||
#ifdef HAS_NORMAL_MAP
|
||||
VARYING vec3 vary_mat0;
|
||||
VARYING vec3 vary_mat1;
|
||||
VARYING vec3 vary_mat2;
|
||||
VARYING vec2 vary_texcoord1;
|
||||
#else
|
||||
VARYING vec3 vary_normal;
|
||||
#endif
|
||||
|
||||
VARYING vec4 vertex_color;
|
||||
VARYING vec2 vary_texcoord0;
|
||||
|
||||
vec2 encode_normal(vec3 n);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 pos_screen = vary_texcoord0.xy;
|
||||
|
||||
vec4 diffuse_tap = texture2D(diffuseMap, vary_texcoord0.xy);
|
||||
diffuse_tap.rgb *= vertex_color.rgb;
|
||||
//diffuse_tap = vec4(1,1,1,1);
|
||||
|
||||
//#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
|
||||
vec4 diffuse_srgb = diffuse_tap;
|
||||
vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
|
||||
/*#else
|
||||
vec4 diffuse_linear = diffuse_tap;
|
||||
vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a);
|
||||
#endif*/
|
||||
|
||||
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
|
||||
if (diffuse_linear.a < minimum_alpha)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef HAS_SPECULAR_MAP
|
||||
vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
|
||||
spec.rgb *= specular_color.rgb;
|
||||
#else
|
||||
vec4 spec = vec4(specular_color.rgb, 1.0);
|
||||
#endif
|
||||
|
||||
vec3 norm = vec3(0);
|
||||
float bmap_specular = 1.0;
|
||||
|
||||
#ifdef HAS_NORMAL_MAP
|
||||
vec4 bump_sample = texture2D(bumpMap, vary_texcoord1.xy);
|
||||
norm = (bump_sample.xyz * 2) - vec3(1);
|
||||
bmap_specular = bump_sample.w;
|
||||
|
||||
// convert sampled normal to tangent space normal
|
||||
norm = vec3(dot(norm, vary_mat0),
|
||||
dot(norm, vary_mat1),
|
||||
dot(norm, vary_mat2));
|
||||
#else
|
||||
norm = vary_normal;
|
||||
#endif
|
||||
|
||||
norm = normalize(norm);
|
||||
|
||||
vec2 abnormal = encode_normal(norm);
|
||||
|
||||
vec4 final_color = vec4(diffuse_linear.rgb, 0.0);
|
||||
|
||||
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_EMISSIVE)
|
||||
final_color.a = diffuse_linear.a;
|
||||
#endif
|
||||
|
||||
final_color.a = max(final_color.a, emissive_brightness);
|
||||
|
||||
// Texture
|
||||
// [x] Full Bright (emissive_brightness >= 1.0)
|
||||
// Shininess (specular)
|
||||
// [X] Texture
|
||||
// Environment Intensity = 1
|
||||
// NOTE: There are two shaders that are used depending on the EI byte value:
|
||||
// EI = 0 fullbright
|
||||
// EI > 0 .. 255 material
|
||||
// When it is passed to us it is normalized.
|
||||
// We can either modify the output environment intensity
|
||||
// OR
|
||||
// adjust the final color via:
|
||||
// final_color *= 0.666666;
|
||||
// We don't remap the environment intensity but adjust the final color to closely simulate what non-EEP is doing.
|
||||
vec4 final_normal = vec4(abnormal, env_intensity, 0.0);
|
||||
|
||||
vec3 color = vec3(0.0);
|
||||
float al = 0;
|
||||
|
||||
#ifdef HAS_SPECULAR_MAP
|
||||
if (emissive_brightness >= 1.0)
|
||||
{
|
||||
float ei = env_intensity*0.5 + 0.5;
|
||||
final_normal = vec4(abnormal, ei, 0.0);
|
||||
}
|
||||
#endif
|
||||
|
||||
vec4 final_specular = spec;
|
||||
|
||||
final_specular.a = specular_color.a;
|
||||
|
||||
#ifdef HAS_SPECULAR_MAP
|
||||
final_specular.a *= bmap_specular;
|
||||
final_normal.z *= spec.a;
|
||||
#endif
|
||||
|
||||
|
||||
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
|
||||
{
|
||||
//forward rendering, output just lit sRGBA
|
||||
vec3 pos = vary_position;
|
||||
|
||||
float shadow = 1.0f;
|
||||
|
||||
#ifdef HAS_SUN_SHADOW
|
||||
shadow = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
|
||||
#endif
|
||||
|
||||
spec = final_specular;
|
||||
|
||||
float envIntensity = final_normal.z;
|
||||
|
||||
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
|
||||
|
||||
float bloom = 0.0;
|
||||
vec3 sunlit;
|
||||
vec3 amblit;
|
||||
vec3 additive;
|
||||
vec3 atten;
|
||||
|
||||
calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
|
||||
|
||||
vec3 refnormpersp = normalize(reflect(pos.xyz, norm));
|
||||
|
||||
float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
|
||||
|
||||
float ambient = da;
|
||||
ambient *= 0.5;
|
||||
ambient *= ambient;
|
||||
ambient = (1.0 - ambient);
|
||||
|
||||
vec3 sun_contrib = min(da, shadow) * sunlit;
|
||||
|
||||
#if !defined(AMBIENT_KILL)
|
||||
color.rgb = amblit;
|
||||
color.rgb *= ambient;
|
||||
#endif
|
||||
|
||||
#if !defined(SUNLIGHT_KILL)
|
||||
color.rgb += sun_contrib;
|
||||
#endif
|
||||
|
||||
color.rgb *= diffuse_linear.rgb;
|
||||
|
||||
float glare = 0.0;
|
||||
|
||||
if (spec.a > 0.0) // specular reflection
|
||||
{
|
||||
vec3 npos = -normalize(pos.xyz);
|
||||
|
||||
//vec3 ref = dot(pos+lv, norm);
|
||||
vec3 h = normalize(light_dir.xyz+npos);
|
||||
float nh = dot(norm, h);
|
||||
float nv = dot(norm, npos);
|
||||
float vh = dot(npos, h);
|
||||
float sa = nh;
|
||||
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
|
||||
|
||||
float gtdenom = 2 * nh;
|
||||
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
|
||||
|
||||
if (nh > 0.0)
|
||||
{
|
||||
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
|
||||
vec3 sp = sun_contrib*scol / 6.0f;
|
||||
sp = clamp(sp, vec3(0), vec3(1));
|
||||
bloom = dot(sp, sp) / 4.0;
|
||||
#if !defined(SUNLIGHT_KILL)
|
||||
color += sp * spec.rgb;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
if (envIntensity > 0.0)
|
||||
{
|
||||
//add environmentmap
|
||||
vec3 env_vec = env_mat * refnormpersp;
|
||||
|
||||
vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
|
||||
|
||||
#if !defined(SUNLIGHT_KILL)
|
||||
color = mix(color.rgb, reflected_color, envIntensity);
|
||||
#endif
|
||||
float cur_glare = max(reflected_color.r, reflected_color.g);
|
||||
cur_glare = max(cur_glare, reflected_color.b);
|
||||
cur_glare *= envIntensity*4.0;
|
||||
glare += cur_glare;
|
||||
}
|
||||
|
||||
color = atmosFragLighting(color, additive, atten);
|
||||
|
||||
vec3 npos = normalize(-pos.xyz);
|
||||
|
||||
vec3 light = vec3(0,0,0);
|
||||
|
||||
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );
|
||||
|
||||
LIGHT_LOOP(1)
|
||||
LIGHT_LOOP(2)
|
||||
LIGHT_LOOP(3)
|
||||
LIGHT_LOOP(4)
|
||||
LIGHT_LOOP(5)
|
||||
LIGHT_LOOP(6)
|
||||
LIGHT_LOOP(7)
|
||||
|
||||
glare = min(glare, 1.0);
|
||||
al = max(diffuse_linear.a,glare)*vertex_color.a;
|
||||
|
||||
#if !defined(LOCAL_LIGHT_KILL)
|
||||
color.rgb += light.rgb;
|
||||
#endif
|
||||
|
||||
color = scaleSoftClipFrag(color);
|
||||
|
||||
/*#ifdef WATER_FOG
|
||||
vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al));
|
||||
color.rgb = temp.rgb;
|
||||
al = temp.a;
|
||||
#endif*/
|
||||
}
|
||||
|
||||
|
||||
color.rgb = linear_to_srgb(color.rgb);
|
||||
|
||||
frag_color = vec4(color, al);
|
||||
|
||||
#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
|
||||
|
||||
// deferred path
|
||||
frag_data[0] = vec4(linear_to_srgb(final_color.rgb), final_color.a); //gbuffer is sRGB
|
||||
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
|
||||
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue