Fullbright + elimination of all references to calcFragAtmospherics.
--HG-- branch : OPEN-340meow-7.2.2
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08812cbe06
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d7d8a15092
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@ -492,6 +492,7 @@ Geenz Spad
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OPEN-339
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BUG-226620
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OPEN-340
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OPEN-343
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Gene Frostbite
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GeneJ Composer
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Geneko Nemeth
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@ -1327,6 +1328,7 @@ Sovereign Engineer
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STORM-2143
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STORM-2148
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MAINT-7343
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OPEN-343
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SpacedOut Frye
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VWR-34
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VWR-45
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@ -77,7 +77,7 @@ vec2 encode_normal (vec3 n);
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vec3 scaleSoftClipFrag(vec3 l);
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vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
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void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
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void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
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#ifdef HAS_SHADOW
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float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
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@ -184,7 +184,7 @@ void main()
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vec3 additive;
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vec3 atten;
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calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
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calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten);
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vec2 abnormal = encode_normal(norm.xyz);
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@ -45,6 +45,9 @@ VARYING vec2 vary_texcoord0;
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vec4 applyWaterFogView(vec3 pos, vec4 color);
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#endif
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vec3 fullbrightAtmosTransport(vec3 light);
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vec3 fullbrightScaleSoftClip(vec3 light);
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#ifdef HAS_ALPHA_MASK
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uniform float minimum_alpha;
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#endif
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@ -74,6 +77,8 @@ void main()
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color.rgb = fogged.rgb;
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color.a = fogged.a;
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#else
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color.rgb = fullbrightAtmosTransport(color.rgb);
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color.rgb = fullbrightScaleSoftClip(color.rgb);
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color.a = final_alpha;
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#endif
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@ -41,7 +41,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
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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 calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
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void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
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vec3 srgb_to_linear(vec3 cs);
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vec3 linear_to_srgb(vec3 cs);
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@ -290,7 +290,7 @@ void main()
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vec3 additive;
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vec3 atten;
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calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
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calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten);
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vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
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@ -71,8 +71,6 @@ vec3 getNorm(vec2 pos_screen);
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vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
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vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten);
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void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
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void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
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vec3 scaleSoftClipFrag(vec3 l);
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@ -168,7 +166,7 @@ vec3 post_diffuse = col.rgb;
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col = mix(col.rgb, refcol, envIntensity);
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}
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if (norm.w < 0.5)
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//if (norm.w < 0.5)
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{
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col = atmosFragLighting(col, additive, atten);
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col = scaleSoftClipFrag(col);
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@ -67,7 +67,6 @@ uniform vec2 screen_res;
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vec3 getNorm(vec2 pos_screen);
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void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
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vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
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vec3 fullbrightScaleSoftClipFrag(vec3 l, vec3 add, vec3 atten);
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vec3 scaleSoftClipFrag(vec3 l);
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@ -184,7 +183,7 @@ vec3 post_diffuse = col.rgb;
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col = mix(col.rgb, refcol, envIntensity);
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}
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if (norm.w < 0.5)
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//if (norm.w < 0.5)
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{
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//col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a);
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//col = mix(scaleSoftClipFrag(col), fullbrightScaleSoftClipFrag(col, additive, atten), diffuse.a);
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